Drova - Forsaken Kin

Drova - Forsaken Kin

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Boring Progression Systems?
I looked at some of the reviews from Drova and I wanted to ask, is the only real way of progression just fleshing out the small and limited skill trees regarding weapons? I know you can spec in swords, spears, daggers, shields, armor, and some side skill tress like prospecting but is that it? The skill trees dont seem that deep for even these small amount of weapon specializations or am I wrong in this? Are there no classes? No magic system aside from limited use scrolls? No diablo like gear system that can give you a good sense of weapon/armor progression? i know you can craft things but it seems like you can just craft basic weapons and food to give you buffs-is that it?

Dont get me wrong, I get why people like this game, the world building, narrative, gothic-esque feeling to it, dark souls like difficulty/lack of handholding but is that all that makes this game appeal to people? Or is there more I am missing that can make a player like myself get into this? I like some of its design aspects but based on the first impressions Ive seen, other design aspects I enjoy in games like these are sorely lacking. Are there things like animal taming in this game? If you can craft food and weapons for survival, surely something like animal taming could be included too couldn't it? Since its supposed to be a more grounded action RPG?
Last edited by There is no Spoon; Oct 20, 2024 @ 2:55pm
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Showing 1-5 of 5 comments
Nightslaver Oct 20, 2024 @ 3:14pm 
Game has as an indie Game for only 25 bucks sufficient deeper mechanics.

For example you can find a lots of talisman slot items (4 of them can equipd same time) that give you special effects, as for every 10% lost live plus 5% dmg, double effect of every cry Focus Skill, double dmg of traps, faster ticking of bleedings, next attack after doding gives +50% dmg, after use a focus skill your next attack does plus 100% dmg, or every focus skill costs 5% life extra, but makes plus 20% dmg, +1 ammo for bow and faster reload, +25% combat stance dmg, heavy attacks cost 50% lesser stamina, ect.

So you can play and create many really different builds in Drova.

But no, skillsystem has not more Perks and no you cant taming animals.
And yes in act 3 you can cast rune magic, not only scrolls.
Last edited by Nightslaver; Oct 20, 2024 @ 3:27pm
There is no Spoon Oct 20, 2024 @ 3:21pm 
Originally posted by Nightslaver:
Game has as an indie Game for only 25 bucks many deep mechanics.

So you can find a lots of talisman slot items (4 of them can equipd same time) that give you special effects, as for every 10% lost live plus 5% dmg, double effect of every cry skill, double dmg of traps, faster ticking of bleedings, next attack after doding gives +50% dmg, after use a focus skill your next attack does plus 100% dmg, or every focus skill costs 5% life extra, but makes plus 20% dmg, +1 ammo for bow and faster reload, ect.
So you can play and create many differend builds in Drova.

But no, skillsystem has not more skills and no you cant taming animals.
And yes in act 3 you can cast rune magic, not only scrolls.
Is the rune magic system limited or is there a decent amount of variety to it if someone wants to go for a more magic based playthrough?

Is loot randomized or fixed? I know there's no level scaling and thats fine, Ive played games with no level scaling but I was curious if you'd have a slightly different experience every time you play if loot was random instead of getting the same thing every time.

And ok, thats cool so there is more to building a character than I originally thought. Awesome! Thanks for clarifying :)
Cat Oct 20, 2024 @ 3:42pm 
Rune magic has most of the higher tier spells that would come from scrolls, you cannot play a full on mage as you still need to build focus (resource for skills and spells) by hitting and not getting hit, but a semi mage ala spellsword is possible, I don't think summoning is possible to get as a rune magic however, but otherwise you can mix melee and magic as it's own thing once you have a rune.
Nightslaver Oct 20, 2024 @ 3:51pm 
Originally posted by Sunricer:
Rune magic has most of the higher tier spells that would come from scrolls, you cannot play a full on mage as you still need to build focus (resource for skills and spells) by hitting and not getting hit, but a semi mage ala spellsword is possible, I don't think summoning is possible to get as a rune magic however, but otherwise you can mix melee and magic as it's own thing once you have a rune.

You can play full mage.
It gives permanent potions that push up your basic focus level, same as level up the mind attribute.
But a problem for this ist it makes the first 2 acts more difficult / harder, to save enoth skillpoints, to play at act 3 directly a full mage.
Cat Oct 20, 2024 @ 3:54pm 
How would you keep generating focus with just spells tho? It's viable for sure, but I don't know if I'd call it a full on mage the same way other games do it. You could rely on potions but you won't have an infinite supply.
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Date Posted: Oct 20, 2024 @ 2:54pm
Posts: 5