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Don't get me wrong. I'm not defending this design choice, but there are ways to get around it. There are a lot of cheap items at the start you will eventually have to buy anyway for max HP or for more power (Jades). Personally speaking, I never carried more than 500-1000 Jin on me at any time and never had issues.
That isn't to say that every design decision in a game is flawless and we should just suck it up and accept it, but some things are easier to adapt to than others. Some pointers:
-Don't recycle your components unless you're trying to buy something right now.
-Try to save some of the cheap items to buy for later (instead of buying the cheapest poison, buy the most expensive ones first) so if you need to dump jin, there's still cheap items
-Spend your jin when you get to a point that will probably kill you alot
-When all else fails, try to die close to the boss door
-Slap on soul reaper jade if the foe that took your money isn't a boss and is hard to kill
Some bosses you won't be able to do that for, like Yanlao but for bosses like Jiequan or Ji, you can die close to the fight entrance to grab your jin and run back to a node.
But that's partly because you can use your corpse as a pick-me-up in the middle of a fight as a game mechanic. It's literally one of the abilities you unlock early on, so it's a give and take. You can see it as a detriment to locking your exp/jin in a boss fight that you might end up losing or as a heal that could be the difference of barely pulling off a victory/giving you just that bit of extra time to learn the fight.
Lies of P solved this by dropping the souls outside the boss room, so you just pick them up.
Thankfully, the arenas in this game are fairly small, so you never have to run far. Still, I'd probably just do away with "lose money on death" mechanic alltogether, especially in a game that is more challenging.
Although with the skill tree it does turn your death site into an extra heal. If you spend all your money before going into a boss arena, if you die you basically have an extra pipe for the next attempt.
Good point actually.
However I agree that souls should drop outside of boss arenas. Thankfully the devs were forgiving enough to have it spawn on the jetty's edge before that difficult 2nd ferry ride towards Goumang.
Those extra little boosts are far too high a price to pay for having them drop inside boss arenas, disallowing players to retreat and power up from more exploration elsewhere before retrying.
The shade (on basic difficulty) can also be remotely returned by using a rather common collectable.
You also only had to defeat the shade itself, which is a really simple enemy, and not the enemy that defeated you. That's important, because you don't always die to a goomba, it's very likely a strong enemy kills you and HK let you ignore it while 9Sols only gives you one chance to kill it this time. Much more brutal.
I think the shade system wasn't really meant to punish your deaths, but just to stress you out a little AND get you moving toward the challenge. You can't just respawn on a bench and go the other way, you have to walk to the boss arena, and then you are already there so might as well try again. (Also possible it's there just for the trend).
No, the REAL system meant to punish deaths was fragile charms, and I think it's great. If I'm exploring or fighting a new enemy/boss, the first time I really don't want to die cuz I'll lose my badass charms (temporarily). So exploring new areas feels dangerous at first, you actually lose something on first death. Then second plus deaths, yes it's harder than the first time because you do less damage, but death is also much less punishing (assuming you just grabbed your shade first lol), so you can focus on learning instead of stressing about dying. And since fragile charms can be repaired, it's just a hike, it means you can't repair them everytime you die cuz you are GOING TO DIE in a new area, but it also means that once you are done you can get back everything you've lost, no matter how many deaths. Without it you'd have to choose between the shade system and the 9Sols system, where death either never feels punishing or it's constantly stressing you out. But the fragile charms are the middle, just an illusion of a punishment that I fall for every time cuz I love them so much.