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Yeah I didnt wanna mod the game because I wasnt sure if it would affect achievements which at the time i was still obvious working through them.
I am still not sure about it, because mods tends to break or cause problems with your save when the game gets updated and because its still new i expect updates. And I really do not want to break my save I am on NG+5 now and have collected every equipment piece in game at this point and am level 95.
I defo do not wanna do all that again. So maybe in future ill try some mods.
In terms of unmoored world, yeh, its the most stupid premise ever, it should honestly be added to NG+ via a portal or something.
Difficulty , they just need a challenge modes, where it replaces small enemies with larger ones, and gives them more damage, health, and perhaps a few additional abilities. But even better would be to add more large enemy types. And also double up those spawns that already exist to incoporate 2-3 large enemies instead of just 1, and make them stronger.
So in essence if you improve variety of enemies, the amount of large enemies, and make them stronger and potentially add an additional abilities etc. It would help. (its a basic solution but im not a game dev nor do i want to be)
You can enjoy a bad game, but you can not deny that it's bad, even if you like the game. It's not a matter of poor taste, but the cold hard truth. It's a somewhat enjoyable, really bad game.
I would suggest its a heavily flawed experience, with some good principles.
You can find fun in the game, and you can enjoy the important stuff, the combat for example.
The issues start when you start to look at the systems that underpin the gameplay and fun parts.
I think thats the difference.
Questing, traversal, exploration, dialogue, pawn AI, preset spawns, enemy variety etc etc, are all flawed systems that are entirely held up by the general feel of combat and relatively solid fights.
Just going down the line:
- Any grab will stun you for about 5 years. If there's a way to escape a grab without having a pawn stagger them, I don't know what it is. I mashed buttons every time and never escaped.
- Losing all HP puts you into a death-animation stun no matter how fast you heal yourself.
- A boss's hard attack will ragdoll you, so you can't move until you slowly get up.
- Some hard attacks will knock you to the ground, forcing you to do an ankle-broken crawl for a while until someone picks you up.
- Some attacks will literally "stun" stun you, exaggerating your crawling and recovery animations.
- A hard attack landing near you will stagger you as if an earthquake is actively happening, and is continuing to happen for several seconds.
- A regular attack by a regular enemy will always stagger you just long enough for the next hit in their combo
- An NPC punching you will stunlock you until they stop punching you. Found this out during a scene in postgame.
Makes for some "hilarious" moments early in the game, where I do enough damages to kill goblins in a couple of hits, but one little guy can walk up and combo me from full health because I can't escape once he starts hitting me.
Brings to mind those scenes in movies where the hero beats up a room full of a hundred guys, and then one dude with a 2x4 is somehow able to sneak up behind him and instantly knock him out.
It's cheesy and feels a little too Souls-y for a game like this, until you upgrade your armor and render all enemy damage pointless. Not that having great armor stops the stagger-spam if you keep getting hit. I learned that when I was getting punched a dozen times by a random dude on the street.
Feels like one of those things that is 100% a stupid part of the game, and noticeably more exaggerated than it was in DD1, but no one can talk about it since someone's always going to enter the discussion and go "DON'T GET HIT 4HEAD #GIT #GUD #RATIO"
A fighter or warrior pawn stops all of this, if you give them taunt+the ring of disapproval.
For some reason the subtlety augment is actually stronger than the provocation.
But using subtlety is kinda scuffed if you play a dps champion because u wanna use like dynamism and zeal then the 4 stamina augments usually or something alone those lines.
But lets be honest, 3 thief + mage is she strongest squad.
Alternatively Magic archer + 3 thief is also busted.
And spearhand is up there somewhere with 3 thief
if you have recitation you can use like double sorc with mage and fighter or some such with provocation its also strong.
OFC there is a bunch of other strong comps.
Currently leveling my pawn's warrior vocation and gave em bellow for whenever he wants to use it and the ring of disapproval, because it calls enemies to him. Ontop of the augment that does the same. During fights, he is the only one being targeted by anything. Was hilarious watching an ogre do the "Hulk smash!" thing to him.
Good alternative would have been to have unmoored enemies roam the world post NG. There is many ways of making follow-up playthroughs more interesting. They just didn't bother / get it done.
There is definitely something wrong with the values for knockback resistance. Every armor piece has ever higher value on it, yet even lvl 1 gobbos can stunlock you. Apparently some modders found out that the breakpoints for stun resist are in the multiple hundreds even for the lowest enemies and then it only increases from there. Must be an oversight, since the first game was pretty lenient what that was concerned.
Essentially, only warrior and fighters with high armors upgraded and the knockback resistance rings will be able to power through attacks. And that really isn't the only oversight, considering how meaningless resistances are. They were a main staple in DD1, to the point where you'd pick armor just to max out most resistance values over raw defense stats.
I definitely get annoyed by all the excessive tumbling, stumbling and staggering, too.
As for the death animation, it's likely a bug that we can go into the inventory and heal up with healing items. The first game didn't have this and it logically should follow that going down to 0HP means death. Just another thing not working correctly. At the moment, you are only truly dead if you allow yourself to fall to the ground or a very certain attack (dragon slamming down on you) immediately puts you to the ground.
I think it's intentional. They probably just don't want you to get frustrated getting one-shot by stuff without recourse, especially since you take a lot of damage from the physics of being tossed around now as well, and wakestones being limited.
Of course it is a little weird that you can just keep getting up as long as you have healing items, but at the same time it does mean you'll actually have to use them and burn through a lot more if it comes to it, and even weak healing items will still have a use then. And it gives you a chance to get out of combat which you'll probably want to do, since your HP will be broken down to almost nothing.
Then again, the game autosaves a lot, so you might feel it's a bit overkill to let you do that. But also, I think it's just more fun this way. It lets you keep the battle going and maybe make a comeback even if it's really grueling.
It can be really lame when you spend like half an hour in a room and fight in DD1 and then you unexpectedly get hit by something strong and it's just over.
-DLC with a new map, a big DLC with story, like iceborne in MHW
-Have a new difficulty in new game+
-New gear plus a way to make existing gear better in new game+
-A lot of new monsters, the bigger the better, there really needs to be more monster variety
-New Class or Classes
-Dragon's Plague, make us able to fight our own pawn in their dragonform and let it have some kind of special rewards, so we can actually look forward to it instead of hating it, a difficult fight with the same outcome dragon's plague has now if you lose.
There's a lot more they could do to make the game better but I'm happy with those if they'd add that.
And optimize the game ofc, that would be my priority nr1.
I'd definitely pay for a DLC the size of Iceborne.
yes you are right the ring is actually the thing that matters here.
the augment seems to be significantly weaker than its opposite counterpart for whateve reason, but the ring works fine. I did a little bit of testing and I suggest just using the ring if you want a pure aggro tank, provocation augment seems to make barely any difference(maybe its not actually working right?)
I'm now running into a problem with goblins stealing my camping gear and lanterns..Like why arn't they getting returned and why do I have to risk picking up junk and dropping it again top get my ♥♥♥♥ back. I would probably notice this if the combat wasn't so fning mindlessly braindead. It's terrible. I tap the same buttons over and over and space out lol....just 0 reason to pay attention besides the on in 20 fights where your ♥♥♥♥ gets stolen.
I'm also sick of having to run back into town too..same path same useless mobs I just run past.
I have only died once to a drake I obviously wasn't suppose to fight yet,
Not only does this dude want me to fight 100's of easy goblins over and over again..he wants me to pay attention to a prompt while doing it.
I have played DD1 myself. 1 is better for a lot of it. Just slow early and mid game.
13: No everfall/Bitterback Isle 2.0 (Yet. Capcom might be working on it).
Hydra isn't in game either. No enemies eat the player?