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There's very little difference between the top 10% of players and bottom 90% in limbus. This isn't a fighting game where years of practice, muscle memory genre knowledge will give people a huge boost. It's a turn based gacha game, and it's not even super complicated. Ruina was infinitely harder and more complex.
Like I said, outside of the one whale fight (which you don't even really have to win, you just have to survive it till it kills itself), there's nothing in the new dungeon that was harder than dongbaek, and that was pre-nerf.
I started the game really late into season 2. The magic hell bus event was already halfway done when I had a fresh account and I was still able to push through the wall that is 4-48 and catch up in time to grind all of the event rewards, no problem. New players will be fine. If people don't know how to handle a fight, all they have to do is read the boss's passives and they'll be fine. It's okay for fights to have a bit of spice to them, and again, I'm saying all of this as someone who doesn't even mind that the dungeon was nerfed.
I just don't like seeing this anti all difficulty rhetoric, where people who want some difficulty get written off as try hards or elitists or whales, or the top 10% of the player base or whatever else.
Yeah, *top* 10% of the players. More like top of the pile of ♥♥♥♥, as our prayers for challenging content get stomped by a hoard of casuals that expect everything to be served on a silver plate. The story itself wasn't overall complicated in terms of fighting, but no, even before dungeon we have these limpdic sissies complaining that Ricardo fight should be nerfed. I thought the deal was that if you want to breeze through all the content, then you throw money at the game, not go whine about it in PM's official twitter. But, well, the illustrator incident showed that PM crew can be pressured into submission relatively easy.
* Railways
* Mirror Dungeon Hard
* Challenge runs (soloing bosses, etc.)
You do have challenging content. If you refuse to engage with it, that's not our problem, and casual players shouldn't lose their story mode just to appease you.
BTW what's your Railway 2 turn count? Is it 90? If it's not 90 or lower, then you haven't challenged yourself yet. With level 40 characters it seems like lower than 90 even is possible.
Yeh, whatever. We will just wait when they return to making singleplayer games with vertical difficulty spikes.
My railway 2 count is 126 cause I didn't like the design of going in circles and doing same fights over and over, so I haven't bothered to do it again after a first try, lol. And I don't think turning fights into speedruns is actually a challenging thing. I prefer to try to do solo/duo/corrosion focused run if I ever decide on smth like that.
But you whine story wasn't challenging enough.
Nah. You have your hard content already. Go play that. Leave story mode for people who just want to enjoy the story and a middling-level challenge.
Well, maybe because speedrun on the loop isn't the entertainment for everyone. Back in lor fighting was not about having the most op team that clears it with minimum amount of effort, but like solving a puzzle. So, yah, it would be nice to see content like that not reserved exclusevly to the railway that appears at the end of the season.
The alarming quantity of individuals like you are imposing qualitative changes to the game, that make it boring, You can literally just winrate spam the story rn. I do not thing it is a positive development. And everyone who wanted to try the initial idea of the dews about the story fights who wasn't present during the small 5 hour timeframe now won't have that opportunity, cause your kind decided to whine about it and the dews scrapped it. Thank you for making the fighting part of story significantly less fun for anyone who enjoys challenging, non-repetitive content.
Have to toil in MD mines to uptie them all((
then again the dungeon was very "if you pick blunt you're not gonna have a great time"
It's frustrating that we have to wait gacha development times as opposed to getting a whole game at once like LoR. Even so, PM is meticulous with grounding the mechanical power scaling of the player in the worldbuilding and story. We're still chumps. I suspect we'll be waiting a while before we get truly difficult story content. It's the compromise of PM making gacha.
Anyways, RR3 and especially MD3 will hopefully be a step in the right direction.
If you want challenge then just use weaker IDs. Or less IDs.
Or again, engage with the challenging content that's already in the game.
"Your kind". Lmao. Are you 15, or just insanely toxic and on a mission?
I dunno, wasn't it supposed to be like this? Like, yeah, if you have every meta ID and throw money at the game, then you breeze through the story no problem. If you don't, or if you happen to wander into the dungeon with a wrong team comp, well, then, enjoy the pain. That's where the interest from fighting in the dungeon comes, no? To do your best with the resources you have at your disposal, to figure out how can you use them rn. And well, pierce weak is not the end of the world, like it was running a bleed or burn team against Kroomer. Maybe I just have a wierd take on how the challenging content is supposed to look like. That you should try to figure out what to do with the cards on your hand, or go restart. Not to go whine about "oooo too hard nerf".
Since you're the one who is okay with whining about any minor inconvenience in the content in order to change it, I'd wager that you're 15.
Don't tell me how to play the game, kay? Tho, apperently it is impossible for you, since you would gladly trivialize the game justifying that by "90% of the ppl find story too hard and just want to chill". Whatever.