Deadlink

Deadlink

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Queen Goblina Aug 2, 2023 @ 8:00pm
Not hard, just unbalanced, lets talk highest crisis level neuromancy
It is what it is, but the game aint hard, beat the first two crisis levels without worry, but the last crisis level isn't made for this game, cause you got no real way of countering it, and it isn't fun, just tedious, the enemies are too beefy, something i warned them of in an earlier post would be the only thing that could make the harder difficulties ♥♥♥♥, is if they just played with numbers of stuff... and they went ahead and just said "numbers go up for they and down for you", which sucked

Cause it was satisfying to be able to outsmart one of those shield guys and get the reward of killing him when outsmarting him immediately.. not having to do it 3-4 times before he goes down cause of higher crisis level.
Enemies in general was just much more satisfying to take down in earlier crisis-levels, where later its. again, tedious.
And they just throw way too many at you, the last crisis level just become "walking-backwards-the-game".

Suggestion (only for what to add and remove for highest crisis level):
- Remove the more HP/armor
- keep the marked timer from earlier levels (as it is currently, it disincentivize any other playstyle than rushing in, which also gets you killed on highest crisis level)
- Give new movesets to enemies
- make exclusive enemy/enemies for neuromancy level
- add so enemies may interact with c-balls (some just made to break them, some gets a temporary benefit from them etc etc)
- Make certain enemies react in ways to elemental damage, example if you make one of those spider mechs burn, it would shoot faster or maybe jump to another location immediately. Point of this would just be to make your decision making on the fly be needed, as you have to remember you're using acid grenades for example, and shouldn't throw them onto X cause then they will spazz out and become hyper aggressive for 10sec before killing themself.


These are just ideas of the top of my head from a fan of this game, Bet the game devs got more time and brain to figure out more/better things.
In any case, just please stop thinking numbers going up and down is a good excuse for higher levels
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Showing 1-8 of 8 comments
TWCroc Aug 3, 2023 @ 12:56am 
The changes you are suggesting are all things that would take a lot of time and effort to implement and I wouldn't be surprised if the developers would just not bother.

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.
Chimera Aug 3, 2023 @ 7:22am 
Yeah I agree. Number go up is one of the least satisfying methods for making a game more difficult, especially when it's just a bunch of buffs to enemies, making them take longer to kill.

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.
Mr. No_Effs_Given Aug 3, 2023 @ 12:36pm 
I beat Neuromancy, just for the sake of beating, but was not fun at all. The beginning can be pretty rough, the last boss fight took forever, and i had 2 boosts of 30% damage plus some others on the gun. Can't imagine how long it would take without that.
NeonRed Aug 3, 2023 @ 4:51pm 
Enemies don't feel balanced around the 25% speed increase in Neuro diff: once I jumped into it I literally can't respond to avoid damage from Geisha's because they just suddenly teleport in front and immediately attack. Rikishi's are constantly up on top of me and stun duration's seem glitchy on them where sometimes they'll be stunned normally and sometimes they'll immediately just break out of it which doesn't help at all. Termitoid's in area 3 are also so fast they'll be humping you before you can stop them from being in range at all.

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.
Originally posted by NeonRed:
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.
Indeed, on Neuromancy, imo, the lucky plays quite a major factor. Since the starter pack you get at the beginning can dictate how well a run it's gonna start. More than anything, corrosive starts to be a must to delete everything fast.
Lyкiяe Aug 3, 2023 @ 6:37pm 
I think one of the biggest contributing factors to why the game feels considerably worse to play is that all the neural boosts we were getting prior to the release update have basically disappeared.
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 :)
NeonRed Aug 3, 2023 @ 6:54pm 
Originally posted by Mr. No_Effs_Given:
Indeed, on Neuromancy, imo, the lucky plays quite a major factor. Since the starter pack you get at the beginning can dictate how well a run it's gonna start. More than anything, corrosive starts to be a must to delete everything fast.

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.
Originally posted by NeonRed:
Originally posted by Mr. No_Effs_Given:
Indeed, on Neuromancy, imo, the lucky plays quite a major factor. Since the starter pack you get at the beginning can dictate how well a run it's gonna start. More than anything, corrosive starts to be a must to delete everything fast.

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.
I only go for Carl if its a very worthwhile upgrade, and that for me means damage:lunar2019grinningpig:. But only if doesn't affect mobility, the dash removal one is ridiculous and a death sentence indeed. The jump one is not too bad, but can be annoying.
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