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The gameplay overall does feel slower, though there are some interesting benefits when it comes to buffs like Might being able to proc off attacks. Duration increases or frequency are an easy banish choice now. Getting more levels is very sluggish even with 8-9 stacks of magnetism. The enemy counter stopping completely until the Lords snuff it is a strange choice: I don't particularly love or hate it. The rework of Curse intensity is a major plus, the additional punishments are not boring to me.
The slower pace when getting more levels does hurt the performance of some runes like Divine legacy or Reroll mastery. I'm not sure if Overwhelming chaos is as good as before either. The new stacking feature for enemies and the protagonist is also a mixed bag. Definitely needs some more time to test out properly.
Thanks, So I wasn't the only one struggling with minion based characters.
FYI : To unlock the Mastery:Earth rune and the Steam achievement "Time Trial - Monkey King", you need to finish a run with the Monkey King under 12min.
I really dislike the upgrades that factor in distance from target. Please remove this upgrade. How is the player to know what distance the target needs to be? Also, this is the last thing you need to worry about as you are trying not to die and dodge the red stuff on the ground. The upgrade just feels terrible because you can't control it nor do you know if it's doing anything.
Game was not balanced before, you could complete runs with anything you chose and not using the brain once, thats not a nice balance. Now they balanced the game way more and now RNG plays a nice part of the game, which is the core of every roguelite game
I could not dodge or move fast enough and was basically rag-dolled around the map. The lack of levels in comparison to before meant I had way less movement speed. Enemies were still more or less melting, but I died way faster. There was nothing I could do.
So far I have to agree with what others have said, the update doesn't seem to have made anything better, more like a bunch of sidegrades just to end up more or less where we were before.
Yeah, it feels like this is where the divide ultimately happens. To me these updates are the epitome of "optimizing the fun out of the game" because I'm just here to feel like an unstoppable freak of nature but obviously for some people doing all the math and optimization IS the fun. So idk, really.
It's also to do with the replayability of a game. If it's an unbalanced mess where 80% of the available options are crap, it's much harder to enjoy having to go through and theorycraft a bunch of very suboptimal builds that you know will perform badly. Having everything balanced gives more chance of personal exploration and experimentation and ultimately lengthens the longetvity of the game.
i am giving feedback aswell, you are countering your own point.
you say its not fun, i say its fun.
the people way complain about stuff is insane, instead of giving good feedback and make their own points proper we get this "i dont like the exp change, game sucks now"
discussions should be filled with "exp gain is slower than before, maybe make a button with fast exp/normal exp/slow exp check" so everyone can enjoy the game how they want. everyone just wants the game to be good for themselves even if it means million more wont like it.
just how curses are made, everyone can choose their own difficulty, some people enjoy curse 0, some 30, some 48.
and again, i dont get how me saying the game is easy is boasting when it simply is. its like saying inscryption is easy, or minecraft. like what is not true about this?
and what did i make up? what about my comment is fake?
maybe you should stop being weird?
Yeah, exactly. That was the goal.
The problem is the game doesn't feel good anymore. And the way the game feels, trumps any balance. And this update doesn't feel like Soulstone Survivors. The EXP reduction sucks, because building your stats up with powerups was one of the key features of the game. As with how horrible the base stats are now for how long it takes to level. Only compounds the problem. And its pretty much dumb to not just build around the new synergy system. 3 of one kind of skill and 3 of another. Because the synergy powerups give huge amount of stats in comparison. And the new buffs feel like they are meant to replace the loss of powerups. But they don't do enough (unless its finesse, which was even nerfed in the alpha and is still the best)
I even agree with you that the game isn't really that hard. I had everything done 2 hours after the alpha was released. I say its more that its not fun. Before, while yes some builds massively overperformed and were even banned from use in some of the competitive events on the discord by not allowing some skills. There was a swath of skill combination and builds you could put together and just enjoy the game. But instead they pigeonhole you into builds with the new system. I have already decided that I'm not going to play the game until they find a way to fix it. I've already given my feedback directly to the devs.
And side note. You said "everyone just wants the game to be good for themselves even if it means million more wont like it.". Me and you, are the few people while the people complaining ARE the millions. I assume as you said 200 hours that you have everything already completed. Seeing how less than 1% have even gotten a single class to maxed. Which means, balancing the game around people like us, IS ruining it for the millions.
(edit)Anywho, I am done talking with you. As the devs have reverted the update. I really do love this game. Probably a bit too much some of my friends might say. I just want it to be amazing while still being Soulstone Survivors.