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Please share your feedback on our FEEDBACK DASHBOARD[feedback.playvrising.com] to ensure it reaches my colleagues, as well as get votes on your post if other players agree with you!
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Funny how different Players perceive things^^
I found it Awesome, thinking: This Way should lead me deeper into the Forest only to find my way back to the start :-P
Can't wait for the 3rd Person Camera Mod to get a complete different Feeling again.
Found it a bit sad that the Cloak Boss is one of the earliest ones you can kill, to get rid of this new Feature, but even now i don't equip it, cause i really like the Fog^^
But one of the most annoying Bosses i encountered, i'm with you there
I mean, mechanically I get it. The guy is weak but somehow survived in the forest, and you see why. He doesn't kill you himself, he gets others to kill you by constantly escaping from you and ensnaring you. So on paper, it's a great boss fight.
However, I really hate the fact that the only way you can get rid off the fog is by beating the boss that utilizes the fog. I think the idea was utilizing the wisps in the forest but the buff they provide lasts 11 seconds, which is nowhere near enough to dispel the fog. If the gameplay was collecting the wisps while chasing him, it would be a bit more bearable (mind you, not fun. Bearable.)
The second problem is that if it was just the mobs in the forest you had to deal with, this could be great. The problem is that, that f-ing high level bat form vampire is there as well. So the moment you stumble upon him, it's over, no matter how low the wanderer's health may be at that point.
The idea of getting lost in the forest with low visibility is great, fantastic even. Chasing a v-blood boss while being lost in the fog, hoping to not stumble upon another boss is really, REALLY not.
I think the boss should either be enclosed in an area (like a hedge or something) or in a separate land mass outside of the forest would make it more fun. Dealing with the wolves and whatnot isn't that problematic. Dealing with another boss or the stealth hunting boys is.
Maybe I need to "git gud" or something but I legitimately cannot out-dps the guy. I can literally use the kill command and get this over with so I can kill the other bosses in the area but that doesn't really sound fun either.
Because the spider boss is in an enclosed area, you don't get the fog there so I killed it then crafted the dawnthorn set. Helps with the survivability but it still doesn't help with the DPS.
Which actually sort of sums up the main problem I personally have with this game: The progression cycle is:
- Kill the boss or bosses
- Craft the new set of equipment to increase your gear level
- Rinse and repeat.
However, the equipment is not really what I'd call "build-enabling". The only time I can focus on spellcasting or physical damage is with the pendants. I think skill gems fall short but the new unique weapons improve it to cover the basis. However, it's still not really enough.
I'm using full DPS-focused uniques yet it's still not enough. There's no damage attributes in the armor and I'm using all the potions I can. Maybe the whole mechanic is built around playing in a server, I don't know. But man, it does feel pretty rough right now.
I switched to a Frost Build, with an Unholy Weapon.
This helped cause my Minions which spawned, tanked the Enemies Aggro, while chilling and slowing the enemies was helpful for a running Enemy aswell^^
I frequently get the impression that the design decision for balance for some enemies was "Lets make it like Dark Souls, but without all the mechanics that let the player have a fighting chance!" Some enemies are just not well designed.
I did think of this and switched to this as well. The problem is, if you get entangled even once, the dude runs away. And when that happens, it fills it's health. So even if I can survive the onslaught that awaits if you slow down AND somehow get lucky enough not to meet the vampire batform chadlord, there's a chance that the dude just vanishes.
I don't know, maybe persistent tries would've made it better but it's not like other bosses where I die because I couldn't react in time or didn't read the attack well. It's just it feels like the whole fight is based on sheer luck.
I've killed him on second try, but anyway this place is now super annoying...
I think the reason it acts this way is so that you can merely use the buff to find your bearings and not much more. But then it's just weird having this cloak that disables a whole gimmick exclusive to this region, and the alternative you can use before unlocking it is just bad. I found myself just memorising the forest's layout but I could not tell you the location of a single wisp, that's how little use I got out of them.
Oh yeah, and you can have your buddies sitting outside the forest guide you by looking at your marker on the map, but that kind of things I believe are better off left to the player's discretion and I'm fine with it. Just not that much of an alternative for tracking the guy during the fight, you konw ? Gotta love it when he slaps you only to do a 90° turn and you have to wait for the blood scent to point to his direction again.
(Also screw toads jumping in your face and you can't see them in the fog, you guys take that new greatsword skill and use it against us, that's juste mean !)
And the vblood is the second easiest in the game behind the old grandma, so I don't know why you're complaining about it
2. You don't have to beat Old Wanderer to do the *actual* blocker boss - the spider queen. The spider cave doesn't have curse inside it, and it's pretty close to the teleporter. Much closer than Old Wanderer, anyway.
3. Dawnguard clothing, available after the spider - makes common cursed forest mobs quite easy.
4. You can move around the Old Wanderer to corral him and prevent him running away much deeper into the forest.
Low populated forest = farm in peace