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The fast players are fast and the slow players are slow, regardless of this mob. Just wondering where's the sweet spot on a timer to have the mob be a threat but not exhausting.
*The mob spawns quickly and the slow players feel rushed.
vs
*The mob spawns slowly but then everyone just ignores it which makes it's existence null.
If it's optional then it could be something for a speedrun leaderboard. I think it makes for a nice challenge option but not something every player would want interfering with the current gameplay.
I also wouldnt be upset if it was an optional Mr.X mob and also a mob that could spawn in the run to actually defeat. Either L4D Witch style or behind a door in a run like a miniboss arena.
One suggestion I think would make it MORE fun is to change the current mechanics around a bit: Make the nemesis vulnerable to attack, or at least stun (bad idea, but doable), but if you pick up the nemesis-related curse, it becomes invulnerable.
It promted hit or run response in you.
Modern X and its clones fail to realise that. All it does for me is promts me to Run or press alt f4 in frustration.
In this game I found his size problematic. areas are small and connetced by even smaller archway. He just blocks your path. All you can do is employ cheesy kiting tactic.
Also how much is TOO LONG? I entered cave and swiftly spammed R2 to kill 5 enemies with my OP berserk sword. I spend maybe 30-60 second on that.
It might be better to have a toggle as Khi said, or killable as MINTH said. You could even make it a secret boss that only spawns once certain criteria are met, but with a huge payoff - that gives people time to explore levels and prepare, but also a tempting target to aim for.
love it so far
really dislike invulnerable enemies. For me, the desire to overcome a challenge is a big part of why I play challenging games. And when the challenge is "invulnerable" and I don't really have any way to handle it except "run" is more annoying than anything.
Only saw it a couple of times in the game, so no real opinion on this particular variation so far
An enemy like this should require you to truly dawdle before showing up, almost deliberately so, it shouldn't be invulnerable, and it should offer unique -- and more importantly -- worthwhile rewards for managing to defeat it.
Other details of note were that Nemesis was a diverse and unpredictable enemy. Just when you get used to him clotheslining you from off-screen, he starts showing up with a rocket launcher. When you get used to juking the rockets, he starts showing up with the tentacles. And so on and so forth.
I am a little concerned that since the player can get so powerful in Mortal Sin (unlike the resident evil games), it would be too easy to out muscle him and make him non-threatening. Or in the case of the new player, they may think the only option is to fight him and die repeatedly whereas now its pretty clear you can't damage him. But I totally understand this perspective in general, giving a risk reward element for more play options rather than one option (to run). Perhaps there could be a middle ground where he can be damaged and brought to his knees once (dropping a reward), but then if you wait too long after that he will recover, go berserk and become unkillable as he is now.
I appreciate the feedback in this thread by the way, I am watching it closely.
It's a tough balancing act. If it sticks around as a permanent feature, I wish you luck in developing it. I like the idea, at the very least.
Although, this is just my two cents and maybe that will change over time. With how things stand right now though, I can't say I'm a huge fan of this change.
Thanks for the feedback! I did not make this clear in the patch notes, but he actually doesn't spawn every level (only 25% chance to spawn at all). So most of the time, you can take your time but you are rolling the dice a bit. That being said I'll be pushing some timing tweaks for him soon to make it a bit more forgiving on normal difficulty.
https://store.steampowered.com/news/app/1494810/view/3708210847455028526
I am learning the game and I feel I have to rush through each floor without being able to properly read the descriptions of all loot. I have been caught out by the Immortal Construct already and I really didn't feel like I was taking my time in the level.
I feel it is a feature that should only be on the higher difficulty level when players are very familiar with the items/systems and might not need to spend time reading the descriptions.
I was typing my post above before I saw your hotfix. Wow, talk about a responsive developer! Thanks for changing this - I am looking forward to playing many more runs, now with a slightly less steep learning curve :)