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but I accept that as mechanics. What bothers me more is that in order to do this you have to switch the range attack slot to the lamp every time and because the symbol display is so strange, it's not always clear what is currently equipped.
I have no problem of detecting them, visual cues are very visible, nor do I have any problem handling them, my point is that the novelty gets old and it turns into an annoyance, specially when you farm routes.
Three dogs, and an enemy with a ranged attack with slowing water or one of the skull umbral chasing you...
Yep, lots of fun... I soulflayed the boss to semi-cc him while running to the far right to where the parasite was, far enough the skullhead wouldn't hit me, then prayed as I let my little light shine. Somehow, I pulled it off.
**edit: I said running, but I meant madly rolling like a fool
If it's a stationnary parasite I'll just lure the enemy away and deal with it before it realizes it isn't immmortal anymore.
I find the concept as interesting as it is disruptive, these enemies make themselves a priority that you can't really work around you HAVE to deal with them because it makes even the puniest of enemies into a nearly unstoppable thing.
Then for fun they're like "also there are 6 other guys in this room too".
The last zone is really getting tedious tbh. Up until now I've enjoyed the hell out of the game, but this place just feels like non-stop cheese and horsecrap, so I end up never fighting anything because almost every fight is a gotcha fight.
"Oh you closed with the Trapper, well you didn't see his buddy The Other Trapper who shoots you 3 times in a row. And don't forget their 6 flaming zombie boys that for some reason have 1.6k health!"
Just... let me have fun instead of whatever this is. It happens many times in the game, where they setup gotchas that kill you or are silly hard to deal with. Dark Souls did it occasionally too, but it used it sparingly. Here it's everywhere and the last level feels like they thought "it's our last chance to do this crap" and made half the encounters be like this.
You're right, and sometimes, this is the strategy you have to use, due to the lamp's limitations. Though as someone mentioned earlier, there are often very difficult enemies waiting for you in Umbral. Plus, I kinda like having the second life as a backup, lol.
As for what the devs could fix now, I'd recommend shortening the channel time to pop the parasites, making the lamp range longer to pop them, or applying a brief stun/freeze to the enemies being buffed by the little bugger DURING the channel. Casters destroy you, and the non-caster enemies in this game can cover an absolutely ABSURD amount of distance with a single swing (another little gripe of mine paired with narrow pathways), a lot of which cancels the channel.
In terms of criticism for future games, I'd say this: the difficulty of a game should increase - obviously. However, the reasons for that difficulty should vary. I think the gameplay feels tedious after a while because it's the same type of difficulty, just more of it. I make liberal use of the vestige seeds to avoid playing parts of the game again. (Disclaimer: I've just entered the snow area.) I'm not sure I want to NG+ this one or play an alt.
TL;DR: adjust parasites, vary the types of difficulty