Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I am on brutal. That's the problem, the game's backend is just tedious in design.
It's a good game until you get to act 4, then you spend more time doing tedious collecting, even more so than you ever did throughout the entirety of the game. Just doesn't make much sense.
I mean.. even off brutal, you still want to do what the game offers. I don't see why brutal has anything to do with it. Even on normal I still want that extra push in gear score, but cheers to those who don't I suppose.
On my side of things, I do quite enjoy the concept of it; i like grinding as long as it's not repetitive or too excessive, both of which the rift mechanic checks. It's fun for a bit but very quickly becomes stale. I would have preferred some kind of random instance dungeon thing, because at least stuff like that can be procedurally generated to make it less repetitive.
Whip design is lazy and is gonna get the 100th nerf soon. Same animation for all 3 whip autos. Recycled auto animation for E animation.
All while big systems like castles and servants went ignored.
I mean, the whole game has been grinding, but it was progressive based grinding.
Go get this, go get that, make this, fight this, tada, new progression unlocked. It felt good. Then you get to act 4 and it just goes to full stop and then you have to rely on some silly time based RNG system. People said to get a high level draculin and send them into the garden. Well, good news. I got a 96% one that rolled a 39% efficiency and will bring me back 340-494 shards. Which accounts to 2 primal gem rolls, and no weapon rolls and 0 passives.
I'm not excited to just go smash the last couple of bosses ASAP, I enjoyed the gear progression up until act 4. Now I'm faced with a choice between just ending the game, or grinding for the sake of grinding.
I've had a lot of fun with the game up until here, and was looking forward to the end game, but this is pretty disappointing.
Too "grindy" then you can change the amount of materials you get from harvesting. You can change the amount of loot you get too.
It is up to YOU to choose how you want your experience to be.
I played on an official server to be with the community of the game, even though I've mostly been solo. My mistake I know, but despite it, the experience was not miserable until the end. It from a design point, makes no sense why it went from progressive to halting due to RNG time locks. It seems like it was just a way to bloat playtime.
I think I've actually gone to less than 1/10 of the raids that have popped up because... I just... that's not what I'm doing right now. there's no way to intentionally trigger them as far as I know. so it became sort of a FOMO generator. if I *wanted* to do one, it wasn't happening, and if I was totally invested doing something else, it would often be live.
however the real lemon in my eye, as with I guess all of (and the few) things I haven't enjoyed about V rising is the sheer #s. The #s in this game are just wrong -- the crafting times, the trash mob HP, and the refinement ratios. they just feel flat-out wrong and don't deepen engagement, they just dilute it across time. speaking to the incursions specifically, you need to get X shards for the next meaningful development right. well the numbers demanded are literally like an order of magnitude higher than what I might consider reasonable. challenges in games should generally be proportional to your investment. that investment can generally be calculated among some ratio of time and skill.
for many of the challenges in v rising, the skill check is simply an entrance exam for the time check. the time needed to (a) wait for the rng incursion events, (b) clear the incursions, possibly (c) process the mats to a higher level, is just ridiculous. the player's already well proven they can clear the raids and now it's a process of repeating this skill check 7, 10, 30 times to get the unlocks you want... stalled out by rng. I even cheated some shards in the console commands when I actually did the math on the time it would cost me to empower my toon, and I picked what seemed like a vast number relative to the drop rate - "1000 shards seems like a lot," I said to myself. no it's not a lot, that's ONE upgrade.
in short yes, the grind in act 4 is quite insane. "do the same, randomly available thing about 30 times" is not a meaningful challenge
The immortal shard thingies were also a huge letdown. Dracula and Adam being stupid fights as well was also a factor.
Game was neat for a little bit, but unless some massive change happens the game will die off.
Activate Console commands:
adminauth
Start Rift:
warevent_startinchunk current 0.WarEventSpawnData_Legion_Major(Major)
You can probably change it up a bit to start a lower level one, never needed that though.
You literally don't need drops from Rifts to beat Adam or Dracula, the items are just preference. The game won't die off just because you're struggling with the difficulty. It's okay if its to hard for you and you shouldn't be ashamed for it.