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This part is actually entirely on the Devs, and I don't like it. You shouldn't have to totally change your theme to counter a boss. If you're playing full blood with a greatsword, then you should be able to get through the game with full blood and a greatsword. If a boss has mechanics, then that should be a development priority to make sure that at least the most foundational builds can clear it.
Even the people who did clear him on Brutal had to slog through it, so why does it matter? If you give somebody unlimited tries at something that is INTENDED to be beaten, they're going to eventually beat it.
The ONLY real accomplishment one could gain, would be somebody that beat him on their first attempt. Anything less than that, we're all in the loser bin.
Wrong, you are supposed to be figuring out the winning strategy, from the huge selection of spells and weapons you have, thats part of the fun of the game.
There's something wrong with the logic circuit in your brain kid.
Cannot outrun the lightning? O RLY?
Ow so this is nerfed Adam right?, I am glad to see these lightning balls having an indicator now. He looks a lot more...gulp "tolerable" now lol.
Well, it's an ARPG, so the RPG is kind of a big part of it there. It was very much an intentional design choice to lean into puzzle bosses, instead of sticking with typical roleplaying progression mechanics. And the only people who could've made that choice are the devs, so...
If there's a flaw, I'd like to know. Was the game not designed to be beaten? Does the player not have an inexhaustible amount of tries? Where am I getting this wrong?
"The ONLY real accomplishment one could gain, would be somebody that beat him on their first attempt. Anything less than that, we're all in the loser bin."
The bosses on Brutal are designed to be learned and countered, that is the challenge, this is doubly true for Adam and Dracula, they arent designed to be one shot because its unreasonable for anyone to be able to, after you learn their patterns and experiment with weapons and spells you will be able to find a path to victory, so your claim that "everyone's a loser who didnt one shot them" shows a complete fundamental misunderstanding by you of what Brutal is on the default config, Stunlock devs are experienced gamers and they fine tuned those encounters to be basically like darksouls bosses, and there is 100% satisfaction and achievement in defeating them, i know because i did it, however because Stunlock messed up and didn't add in a check for unmodified configs for brutal achievements theyve basically made them meaningless because so many people cheat to unlock them, i mean i aint losing sleep over it, but whats the point of having them if you arent going to make sure you have to do the thing it says to unlock them?
Yeah, that part absolutely sucks. If I logged those hours to do something and somebody just consoled to get it, I'd be pissed.
I still have to disagree with you there. I understand that the bosses are designed to be like that, but the dark souls mentality is what I think is wrong, for a number of reasons.
First, the game doesn't have any major penalty for failure. A few minutes of run back time and some maintenance resources that a veteran will have in spades. So the absolutely INSANE difficulty is only possible because there is no cost to exhausting the players arsenal. I 100% believe that if you kept this level of difficulty, but added major penalties to each attempt, the game would dry up and die.
Secondly, because players can throw themselves at the bosses ad nauseam, they will get very good, very quickly. Which means you have to make the next bosses harder, which means the players will get even better, which will perpetuate into a huge loop. This results in some of the players I've seen in these forums that will ardently oppose any drop in difficulty, no matter how sensible or justified it may be. Just because it is do-able, doesn't meant that's how it should be from a good design standpoint.
And Lastly, it is still supposed to be an RPG. Even in the Souls games, there are numerous different builds that can tackle bosses. The problem facing V-Rising is that it is significantly smaller than the souls series. Meaning that every time they dip into that puzzle type combat, they don't have the depth to cover it and it seriously restricts player agency. Though, I can understand that solving the "puzzle" can be fun in it's own right.
As for the sense of achievement, all of my experience has been to the opposite. Every boss that I've struggled with has been an infuriating reminder that I am so bad it took me more than a few tries to beat them. And then, when I do take them down, it's not because I'm a powerful vampire or I've made a cool build. It's because I brought their favorite type of cheddar and cheesed the hell out of them. I mean, you have players opening their menu and swapping spells mid-fight on Dracula. That shouldn't even be allowed.
It's extra frustrating because this game has all the bones of a FANTASTIC RPG. It's practically dripping with character from head to toe and if the skill trees were a little deeper, this game would be an easy 1000+ hours from me. But they took a rogue-like turn and it puts the game juuuuust out of my ideal genre.
wow, that is a lot of text to respond to.
All i'll say it this, I'm the type of gamer who when i get to the next boss in a game like this, I am hoping it takes me hours to beat it, i want that challenge, i want to try different spells and weapons and see myself making progress, I dont want to stroll in to a boss fight with a "cool build" and 1 shot it.. that brings me literally zero satisfaction.
Case in point, The Winged Horror on brutal was a huge disappointment, i mean the fight is fun to do, but it was just too easy, I actually did one shot that boss but i dont even really consider it a victory because i think its just undertuned on Brutal.
When me and my buddy were logging on to go and start attempting Dracula i literally said to him "i hope he wipe for 5 hours straight", thankfully, we did, and that fight was one fo my favourite fights ever, Stunlock absolutely nailed it for me.
Anyway my point is you seem to get upset when you cant win with whatever you think is cool, and I go in to a new boss fight embracing the process of learning and getting better untill I come out victorious, the bosses are kind of the whole point on Brutal, why would i want them all to be push overs? just play on normal if that's what you want, because normal is pretty much that experience.
Yes really. Cause you have blades that gives you movement speed + invi which is necessary for this fight. You simply verify what I said about the farming that these particular bosses require.
Your post was so idiotic that you prove what kind of ez casual you are by simply verifying what I said :D
The idea any challenge should be completable with any playstyle is an incorrect way of thinking.
There are no locked in builds; you can change spells and gems at any time; Some challenges are better served by switching up builds.
But thats pretty much exactly Elden Ring...
Everything is pretty doable; Malenia is on an entirely different level. Only next to Godskin Duo without using sleeping pots.