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Sad because I agree that "durability go up" is always a bad mechanic. If they really wanted to go "more health to shoot through" they should just add more enemies.
Its more fun to fight 10 enemies that don't drop credits than it is to fight 1 enemy with double health.
My main issue with this kind of philosophy is that it breaks away from the usual flow of the game and makes it tedious, instead of enhancing it. On the other hand, changes like the ones you suggested, despite more difficult to implement, serve to give the player a bigger challenge while keeping the flow the same, which is actually fun.
Armor returns for how fast enemies are also feel too low on this difficulty: the game relies on wearing the player down with chipping away from repeated attacks instead of dying to one big attack from a slip up. Enemies are so sped up now though in movement and attacking that it feels like you can barely keep up with the armor economy from skill CD's to minimize damage taken and simply avoiding damage.
All the enemies having armor in general feels goofy because it just makes corrosive damage superior to everything; it makes me almost feel like I'm playing Borderlands 2 again with how important it was to be able to apply Slag cause the higher difficulties was based around it. Even though the patch notes say they added armor stripping to the fire and electric damage, it's NOWHERE near as effective corrosive is for removing what seems to be a 60% damage reduction when enemies have it.
Bosses should give a Neurolink upgrade reward after being beaten: games of this type usually give a reward that will help the player's power curve going into the next area after beating that section's boss, and it's actually very surprising this one doesn't.
Neuromancy doesn't feel like a fun challenge from being skilled at the game, it just feels like an overtunned difficulty that starts leaning into luck to complete it.
This means as a baseline, pretty much every stat is lower. Attack, defence, cool down times, skill power, element damage, crit damage, etc. are all base-line with no reliable method of increase, because the door they have been relegated to seems to only spawn 2 or 3 times a game tops.
Previously I picked cool down reduction almost every time I saw it, because it was the most reliable way to get some extra damage, manoeuvrability, and enemy tagging in, and also because the cool downs, especially on hunter (imo) are quite long for an otherwise relatively fast-paced game.
Unironically the only way neuromancy is fun at the moment is to get the myoactuator to level 4 as early as possible :)
Yes it's very night and day damage output wise starting a run with a corrosive heavy to the point of it just being silly.
Also forgot to mention I simply will not use the Carl NPC as like 95% of his downsides are not worth even touching for the reward given and how long you have to carry those penalties for. Dash disable, -60% movespeed and even 2nd jump disabled is all just asking to die in a run on Neuromancy; grenade loss one can even be fatal since you lose a source of marking.