Steam installieren
Anmelden
|
Sprache
简体中文 (Vereinfachtes Chinesisch)
繁體中文 (Traditionelles Chinesisch)
日本語 (Japanisch)
한국어 (Koreanisch)
ไทย (Thai)
Български (Bulgarisch)
Čeština (Tschechisch)
Dansk (Dänisch)
English (Englisch)
Español – España (Spanisch – Spanien)
Español – Latinoamérica (Lateinamerikanisches Spanisch)
Ελληνικά (Griechisch)
Français (Französisch)
Italiano (Italienisch)
Bahasa Indonesia (Indonesisch)
Magyar (Ungarisch)
Nederlands (Niederländisch)
Norsk (Norwegisch)
Polski (Polnisch)
Português – Portugal (Portugiesisch – Portugal)
Português – Brasil (Portugiesisch – Brasilien)
Română (Rumänisch)
Русский (Russisch)
Suomi (Finnisch)
Svenska (Schwedisch)
Türkçe (Türkisch)
Tiếng Việt (Vietnamesisch)
Українська (Ukrainisch)
Ein Übersetzungsproblem melden
You know soulstones are a per-run resource now, right? 3 fights should get you enough for like 14 rerolls, which is much, much more than enough to replace your escape skill with an attack you can use.
I've played one cleric Run with no corpse parts attached and cleared highway.
Anyway, I've also made a guide to not running out of skill uses since it seems to be a common new player issue:
https://steamcommunity.com/sharedfiles/filedetails/?id=3136710070
Yeah the "because apparently people struggle" comes across as passive aggressive.
I did in fact switch out my escape with a damage skill, if you read my message you'd have seen I picked up a secondary skill for damage. I managed to make it work recently when I tried again and cleared the first dungeon twice now with cleric. I still think it's very much an issue.
As I mentioned before, part of the Cleric's intended play style is large amounts of healing to outlast opponents and survive while having a bit less damage output, which inherently comes from sacrificing 20-40% of your skill slots for healing instead of damage or support. This is directly at odds with the limited skill use since less overall damage output inbetween camps drastically effects this intended playstyle among others. Outlasting opponents and negative statuses is worthless when you run out of damage output. This effectively forces any class you want to play into focusing raw damage over utility and healing.
Buriedbornes is about having fun with the ginormous roster of classes with different playstyles. This skill use system hurts that freedom.
Please, actually read my post. I specifically used the term "less overall damage". I'll repeat and try to clarify. That is, the damage you can do in-between camps, taking your base damage skill(s) and multiplying that by their uses. I am not referring to single attack / burst damage.
When you sacrifice 1-2 out of five skill slots for healing skills that is 20-40% (40% by default since you start with two) of your slots taken up that you can't use for damage or utility. This reflects in overall damage output when you measure rough damage output by Base Damage x Use Count, which we have to do when there are limited uses. Fewer skill slots available, mean fewer skills for raw damage output.
If you play any kind of heal / utility heavy class you, by definition, will have less damage output, and this will scale poorly and restrict freedom of builds.
Damage output per turn doesn't matter it's not at all what I'm caring about, or what this thread is about. This thread is about the limited skill use and I am trying to convey that this limited skill use inherently imparts an upper limit of how much damage you can do between rests. An upper limit of overall damage output didn't exist before. Now it does. And it has far reaching ramifications not just immediate issues.
This upper limit is directly influenced by how many damage skills you take, which disproportionately affects healing and utility based builds more than raw damage builds because those builds cannot afford the skill slots for pure damage as easily. That is a hard limit that affects certain builds more than others. This is a concern for freedom of playstyle and crafting builds as the game scales in difficulty. Having to keep in mind this upper damage output limit is incredibly unfun.
That theoretical limit is going to be a problem when it comes to scaling difficulty (enemy health especially) and build-crafting for end game.
Immediately it's already present. As you've already mentioned, gotta pick up a second damage ability. So, that basically means any build using only one main damage source is entirely not viable here. It was in the first game. I ran those builds a lot, they could be fun. Now, no builds of 2-heal 2-utility 1-damage. Or 1-heal 3-utility 1-damage. That's out the window, in the very first, easiest dungeon, it doesn't work. Need 2-3 damage sources, 40-60% of your skill slots.
Entire build ideas are scrapped because of this limit. What builds can work inherently shrink in size as end-game is approached and difficulty ramps up, this is the issue I mentioned of scaling. If what builds work is already restricted it's going to get even MORE restrictive. That's antithetical to what Buriedbornes is about. Look at the massive list of classes that are supposed to open up to different play styles. If you have an upper limit of damage you need to overcome, builds become primarily about avoiding this, not letting your damage output run to zero is as important as not letting your HP run to zero.
You might not have an issue running out with your play style or how you like to make your builds, which is fine, but don't pretend like it doesn't effect the level of freedom in build-crafting we had in the first game.
Did you actually play bb1 at all? Tank builds were ♥♥♥♥♥♥♥ once you got past the basic labyrinth because giving enemies turns meant you needed to spec your build to deal with all the random ways they could kill you or stop you from fighting back. The health pips preventing oneshoting bosses immediately makes healing and utility builds more viable than they were in bb1 because the enemy WILL get a chance to hit you.
You can absolutely still run only 1 attack on a build if you really want to, you just need to make sure it's an actually good attack and build enough damage for it to work just like in bb1.
Personally I feel you're underestimating how high the theoretical limit is provided you're not intentionally kneecapping yourself or playing in the dungeon designed to make you hit that limit. Unless the build you want to run is "build no damage and run no skills that scale on HP or healing" (which has never been viable) your build probably won't hit that limit. If you disagree send me a screenshot of the build you wish was viable.
I have a couple hundred hours in the first game. Played and beat some of the end game dungeons, regular and seasonal. Don't attack my argument by implying I never played the first game.
I'm not arguing about how high or not high the upper damage limit is, I'm arguing that introducing it in any capacity is awful and immediately constricts what is possible (note, not viable, just possible). If you want to pretend that introducing an upper damage limit when there wasn't one before is totally fine then I think we're not going to see eye to eye on this.