Ravenswatch

Ravenswatch

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Difficulty spike since last update ?
Hey all.

Since the patch dropped I feel like i'm struggling to clear chapter 1 when i was routinely beating baba yaga pre-patch.

It feels like power progression is much slower, and when before clearing the green objectives gave me enough of an early power and level boost to go on to clear yellow and then red objectives, now i struggle to even get past the green objectives, let alone yellows.

Due to the aforementionned slower power growth, I also find myself running out of time to clear the map, leading to being too weak to take on the chapter boss, leading to being underpowered in chapter 2, leading to.... You get the picture.

I appreciate all the new stuff the update brings, it brings variety and more choices to how you tackle your run, but the objective generation needs tweaking, especially in green objectives. They should more consistently give you the early power spike needed to transition into the mid and late portions of the map.

Anyone else feeling like this ?
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Showing 1-15 of 27 comments
Yep, same experience w/ T1, haven't tried T4 yet, but I cleared the game on all chars t4, and did all the challenge modes pre-expansion.
cHaMp Feb 1 @ 8:08am 
I think the problem with this update is that all of the new points of interest have lackluster or straight up bad rewards while taking up previously useful points of interest.

Refugee rewards are almost always useless and the few times they do offer something good they usually have gambling tied to them so you're not even guaranteed to get the reward.

These new shrine things are basically just here have 2-4 stars of fate you probably don't even need anyway.

Bosses / boss chests still require keys that now can spawn in wave based arenas that take forever to do instead of just always spawning randomly out in the open. Pre patch bosses also seem to have an arbitrary kill all the enemies before them barrier which wastes time.

Less good points of interest and more time wasters = less good items to go around which = less player power than before.
I was feeling that the first few runs after the update, however I think now it seems to be a slight adjustment of strategy. My TDLR is that progression feels slower at the start, but is more exponential over the course of a run.

Since the update, the number of regular chests and grimoires we get has decreased since there are more types of POI for the map to generate with. The other thing I've noticed is that wishing wells don't seem to be a guaranteed location anymore given their note on true random map generation (need more testing to confirm). These three POI are probably the most straightforward by immediately upgrading your power level, and having less of them leads to an early game that is slightly more punishing.

On the flip side, we have a few new POI that give rewards that are several times more valuable than a single chest, grimoire, etc. A very clear example are the new locked chests. Although you have to get a key, you get double the number of items when compared to a regular chest, and they are stacked rather than getting two random items. Astral shrines can provide a ton of re-rolls to be able to get exactly the build you are looking for, take advantage of leprechaun coins, or be worth 100s of dream shards if set up properly to upgrade talents to the final tier. Both Sacrificial Idols and the new Refugees POI can be painful in the moment, but provide huge upsides over time.

I'll be interested to get other people's take on this and we'll see where the meta goes over time!
Originally posted by Ariortega:
Negative

the BIGGEST issue is still time! There is NOT enough time
imagine in a game where time management should be very important, you finaly dont have enough time to just beat everything which essencially rendered the timer useless in that case.

Originally posted by cHaMp:
Bosses / boss chests still require keys that now can spawn in wave based arenas that take forever to do instead of just always spawning randomly out in the open.
it still spawns randomly in the open. it now just has another source for them

Originally posted by cHaMp:
Pre patch bosses also seem to have an arbitrary kill all the enemies before them barrier which wastes time.
it was added before this update and imho it is a needed addition (otherwise there were no point in those enemies)
MXiaa  [developer] Feb 3 @ 1:35am 
Thank you all for the feedback; that's deeply appreciated, especially when we change this much in a run!

Adjuments need to be made for the new content, but the whole point of this update is to change things up and avoid redundancy.

There's definitely a new learning phase: what is the most valuable at this time of a run, how to optimize the new content... But I think it's exciting! haha

Changes to magical objects and talents are planned for our next update. We cannot balance everything at once; otherwise, we wouldn't be able to keep track of what's good and what's not in the changes.

Keep the feedback coming, we're taking good notes of everything.

Cheers,
Garou Feb 3 @ 9:03am 
I would also like to be able to dmg bosses with scarlets second ultimate not being able to "eat" a boss feels bad compared to beowulfs buffed ult which has similar cooldown but has the ability to do good overall.

Bosses are our main wipe reason atm the second boss laser rotation was so fast that it felt you couldnt outrun it close.

But also we thought sometimes bosses would go enrage before the third stagger
Definitely big spike. We were up to the last difficulty. Now even level 2 is a struggle with 4 players.
Hi,
I'm aggree, the difficulty is almost twice harder than befor the patch ! this is too much !
ok maybe there is an other way to optimize the run but PLEASE, not in the first difficulty !!
The 1st one must stay chill, discover the game for the new players and just have fun to beat the acts for regulars players !
There are 3 more difficulty for more challenge, so why ? in this case maybe less than 1% of player will beat the game in maximum difficulty.

i give you some basic adjusments who can easily be change :

- 2 more minutes, 20 instead of 18 (yes there are more things to do, so we need more time)
- bosses have slower attacks like befor the patch
- less life (not 50% but maybe 10 or 15 % ) for all bosses and optionnel ones

And that all !! really simple !

Unless your objective is to make this game more like HADES, but that would be soo sad ! this one was too difficult and this is the reason why i was glad to discover ravenswatch because it's way more fun !
So please make the game back.


EDIT : ok my bad, the game has been patch since yesterday, the difficulty has been reduced, the game is back, in coop 2 player at least. thx dev !
Last edited by Revan123456789; Feb 5 @ 2:09pm
I disagree. At first, I thought it was harder, but after having a couple runs under my belt, I feel like it's the same difficulty it was before. It might even be easier because there's so much opportunity to match your items. The bosses have gotten more difficult because they are harder to predict, but I think that's a positive. I enjoy fighting the bosses now.
Originally posted by capoeira45:
I disagree. At first, I thought it was harder, but after having a couple runs under my belt, I feel like it's the same difficulty it was before. It might even be easier because there's so much opportunity to match your items. The bosses have gotten more difficulté because they are harder to predict, but I think that's a positive. I enjoy fighting the bosses now.

that why there are differents difficulty, and today the game is really good for players who just wants chill fun and nightmare difficulty for player like you who wants challenge. THANKS to the dev to let us choose ; )
Just give us 2 more minutes please, at least in the first chapter when getting strong counts the most! Running out of time in chapter 1 before I can get strong enough for the rest of the chapters happens way too often right now.
Level difficulty should icrease enemy/map threat. I think that just nerfing the player by reducing their xp gain is too much artificial.
Originally posted by Anglesmith:
Level difficulty should icrease enemy/map threat. I think that just nerfing the player by reducing their xp gain is too much artificial.
like, its what happens on paper. they increase the number of stronger mobs, spread some curse on them, and lessen the xp gain to equalize the total xp with other dificulties 'cuz said stronger mobs and cursed ones yield more xp
Multiplayer wise i saw no difference, solo yeah a big change for worse. Just from todays run, i had a decent build, i could clear out bigger mobs like the big orc or big treant elites quite fast, clean camps and get stuff around map, even red grimoires, and get stomped to the ground by 2 summoners protecting a red chest. Tons of HP, spawning tentacles way too fast and have a lot of additional minis with them. If you go to attack them you get surrounded and murdered, if you try to clean the minis and tentacles they spawn you still get overrun anyway. Game stropped being fun for solo as it does not scale anymore for solo play.
Windgart Feb 10 @ 12:51pm 
Why not make some enemies drops items that add a little more extra time to the clock? Also common magical items should not require 5 copies to give the hidden effect, they are pretty meh and have to sacrifice good choices just to chase it is really bad
Last edited by Windgart; Feb 10 @ 12:55pm
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