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Whilst it is true the new shard system was optimized for PvP it is not particularly beneficial for the rest of us in PvE.
If you have your own server you can install the following mods to revert/alter some of the new changes placed upon players as of V1.0
https://thunderstore.io/c/v-rising/p/Rianaid/ShardExtraLife/
Built originally as a durability extension for the new shard amulet the recent update also permits the drop of the classic soul shard relics along with a configuration file which allows for either the classic shards from the shard-bears as of the Gloomrot branch (Monster, Behemoth, Winged Horror) in favor of the new shards. You can also configure the option for both old & new shards in tandem of one another if that is what you prefer.
https://thunderstore.io/c/v-rising/p/odjit/KindredCommands/
This can also enable Batform flight for the entire server with the new Soul shard amulets along with a slew other very useful admin commands that don't exist in the regular admin console list such as an asset search command useful for stocking custom reward vendors with items that have been unused in the game files by SLS.
Well then, if your point stands true then SLS will see everything the V Rising mod community has been cooking up since the 26th of last month, SLS has stated that they aren't interested expanding mod capabilities but that isn't to imply that they cannot see what is demand and otherwise take heed, as there would no need for mods to exist at all if V Rising was in fact perfect.
As for PvP vs PvE we stand divided, I will insist that PvP mechanics are hard-coded into this game, dare tell me what incentive there is for PvE players once endgame has reached its conclusion? Outside of modded experiences the base game does not offer much.
As for whole PvP vs PvE mechanics argument let me emphasize that the enhanced Vampire Damage of Dracula's shard amulet can be used against Draculin NPCs surely enough yet it's evident the Legion of Noctum units aren't invading the rest of Vardoran. Outside of Mortium the damage buff isn't the most pertinent as it was clearly designed to thwart other "player" vampires more so than anything else.
Added any non-teammate wielding "Sanguine Coil" with the intention of providing healing support cannot heal as that would require all participating to be within the same clan in order for said heals to be viable...
"Iceblock" is also less useful for PvE as I used to able to sufficiently shield+heal Team-mates in Bossfights with it allowing them a moment of respite of what otherwise would have been their death, the duration now is shorter in contrast and the new chill effect vs old chill effect was tweaked in favor of PvP as it was combined with Frostvortex to maximize damage as of v1.0.
Don't get me started on Frostvortex no longer being a standalone ultimate, it was the best Crowd Control AoE ultimate back in EA.
I could go on and on, I am not implying that SLS doesn't listen but as developers their bias is also very apparent for everyone with an ability to read the room. As a company they have more experience with crafting PvP experiences, PvE exists in tandem sure but its implementation leaves much to be desired.
i.e balancing the whole game around PvP only was a very bad decision and people spotted it out early but got ignored and now we are confronted with a shard system that only is there in replace for the old because PvP players whined about the buffs being overpowered in PvP on unique shard servers where only 1 guild can have the shards and then are unkillable while completely throwing PvE content overboard. and no i dont take into account that you may do more dmg on the mortium monsters calling it okay for PvE as this whole zone is only there to promote PvP in the first place in tandem with the new shard system to energize your amulets again once they broke. this is a literal down fall from early access.