V Rising
About spells unlocking
After playing the new version for a few days, I feel that it may not be a good design to bind spell unlocking and challenging bosses together. Because of this, players have very limited choices when challenging bosses at different stages, and they cannot freely match their favorite settings, which leads to a relatively single style of play for each boss.
From the perspective of thinking, if encountering some difficult bosses, players will pursue better equipment and more suitable spells to fight against, but the problem is that in order to obtain these, the boss must be defeated. This is a bit contradictory, isn't it, because the boss of Vrising basically has no value of repeated challenges.
My suggestion is to bind spells with other things, such as skill books made by certain formulas, and the acquisition of materials can be relatively complicated. Or simply increase the speed of unlocking spells in the early stage. The earlier unlocking spells means more interesting and selective game-play for players, it also means that characters can be more personalized.
I think this can give players a more positive experience feedback in a game that can customize characters (RPG-elements).
Of course, the above is my personal opinion at an amateur level. The opinions come from my rather subjective playing experience and are also affected by my personal game habits. Please refer as appropriate.
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I think you should need to be dynamic when you approach a new boss. You shouldn't be able to pick 1 setup and take it through the entire game without changing it.
It would make the bosses very boring after a while.
It's much better to come across enemies that require you to change things up.
Old Wanderer? Break out that spear! He can be moved with your E.
Ungora? Go to Ward of the Damned so you can spawn a bunch of distraction minions to help you manage her adds.
Need better sustain? Swap to Blood Fountain and/or Blood Rage

I think unlocking all the spells with books would still need to be gated in some form or another by bosses and the only way to really do that would be to make tiers of spells.
The current system of individual spells being behind a boss encourages the players to check each new spell when they get it and that makes players more likely to use different tools at different times
100% agree with OP here.

Spells already scale on spell power and the jewels which are tiered, why gate the spells themselves behind progression? It really undermines how fun the combat can be in this game when you have to spend the start of it always doing the same thing for lack of options.
Ultima modifica da Instigator; 5 nov 2023, ore 9:10
This game is lacking in terms of character development overall. There is no ability scores, gear has no requirements, all weapons types are available. Moreover there is no armor variability. Each armor variation is a simple upgrade. Its all very simplistic but perhaps thats the appeal of this game for some.
Messaggio originale di Amigo:
This game is lacking in terms of character development overall. There is no ability scores, gear has no requirements, all weapons types are available. Moreover there is no armor variability. Each armor variation is a simple upgrade. Its all very simplistic but perhaps thats the appeal of this game for some.

Yup and even the weapons when you can enchant them or whatever create the ones that are purple and orange have random stats.. and no real variety.. I'd love 3 armor sets.. once that boosts physical, one that boosts magical and one that increases speed.. maybe a 4th that does all 3 but to a lesser degree.. we definitely need some kind of variety.
This is from the Sept 28, Dev Blog.
Another significant revamp is on the horizon for the spell and progression unlocks. We've noted a recurring sentiment: V Rising's gameplay can feel a little repetitive at multiple playthroughs, especially for you vampires who spent hundreds or even thousands of hours in Vardoran.

You always have access to the exact same arsenal at the exact same points in the game. While such linearity works wonders for tech progression, it dulls the magic for spell unlocks. You're essentially revisiting each stage with a déjà vu toolkit. Moreover, late-game spells and ultimates often get overshadowed, and the current dominance of "merciless charge" in the early mid-game is a testament to this.

Our solution?

We're focusing on broadening spell accessibility early in the game, possibly separating the bond between learning specific spells and V Bloods. This doesn’t mean you’ll lose the feeling of draining the power from your foes to add to your own but instead looks to indulge that feeling in a way that’s more flexible for gameplay. We’re still figuring out the details, but it will include other advantages, such as allowing us to more freely chase our inspirations to design V Bloods without having to design a spell to fit them and vice versa. This change could mean more build variety at every stage of V Rising, but it also allows us to add spells and V Blood bosses whenever the creative thirst strikes!
This wont solve character development problem. So instead of learning a spell directly after beating a boss they will probably give you a point of some sort and you will be able to spend that point to unlock any spell you want. So what.
Messaggio originale di Amigo:
This wont solve character development problem. So instead of learning a spell directly after beating a boss they will probably give you a point of some sort and you will be able to spend that point to unlock any spell you want. So what.
If you put those points in an elemental talent tree, you'd have to decide to focus on particular areas to reach the stronger spells and ultimates.
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Data di pubblicazione: 21 mag 2023, ore 5:33
Messaggi: 7