Sodaman

Sodaman

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game too difficult??
Seeing how nobody in the discussions is complaining about difficulty, I get the feeling my savegame is completely broken. Anything but map1 risk1 ruckus1 is near impossible for me. If I don't get strong early skills, I can't even get close to beating the first boss on risk2, and in the 2 or 3 tries where I had insane luck with multiple level 10 legendary synergies I still get overrun by trashmobs with insane runspeed and 2frame attacks at some point between 8 and 13 minutes. I also don't understand the difficulty spike that I have between waves constantly, it switches from instant-kill everything that touches the screen into 50 enemy spawns per second running me over in mere seconds.

It is so infuriating that I already wanted to refund but can't since I'm well over 2h of tries with risk2, or am I missing some kind of massive meta menu power boosting apart from augments that make me just slightly stronger?
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Showing 1-15 of 41 comments
Bosli Feb 18 @ 7:42am 
for technical details: I did play the demo before EA release, but used the in-game save delete before starting with the early access version, so I had a fresh save with no money and (I think) only the pistol and smg unlocked
[NJRA] Feb 18 @ 10:12am 
I agree, either the damage output is too low or the enemy hp is too high. Even if I use the sniper it take around 2-3 shots to kill the normal mob monsters
Bosli Feb 18 @ 10:24am 
I beat risk2, but only because I had:
- legendary crit chance
- no reload card
- fireball on crit
- multiple ricochets, pierce AND attack range

I cannot believe that it is intended to be that insanely luck depended to get the absolute best combinations just to clear the base difficulty. I won't continue playing until fix or rebalance.
Rakaerth Feb 18 @ 12:14pm 
same here, currently it is too frustrating to really enjoy. I played the demo and thought it was tough but it'll be ok. Right now i think about refunding.... i really want to like the game but for now it's too frustrating for me. I'm fine that i may not beat the upper echolons at some point but having issues to reach the 15min mark w/o insane luck on my rolls.... nah i got better things to do than getting my butt handed to me in video games.

I think it's problematic to not be able to heal, then having so many enemies that you can't evade the damage + more often than not dodge but still get dmg. also i think the density ramps up way to quickly. and since there's currently basically no meta progression you can't even grind past starting difficulties
Rannekk Feb 18 @ 2:07pm 
Hah thought it was just me xD
Mile Feb 18 @ 2:44pm 
Risk 1(Rufus 1 too) and Risk 2 done, I almost beat Risk 3 last night with the perfect combo I happened to get. Just depends what combo of stuff you get. Keep moving and keep hunting for cards to make sure you have the best you can get for your setup. Once they add the leveling up weapons I suspect a lot of difficulty issues and relying on certain sodas/cards to win will not be as bad too.

Last edited by Mile; Feb 18 @ 3:26pm
Finished Risk 2 first try with SMG bleed build, so I imagine it's just a case of weapon imbalance.
ruff1298 Feb 18 @ 4:04pm 
Originally posted by dart monkey:
Finished Risk 2 first try with SMG bleed build, so I imagine it's just a case of weapon imbalance.
Yeah, both Shotguns are terrible at the moment for damage output, synergy with the available sodas, and their reload speed for how quickly enemies scale. Same issue with the Sniper rifle, everything seems balanced around automatic weapons capable of outputting incredible amounts of DPS, projectiles, and stacks of elemental damage.
Last edited by ruff1298; Feb 18 @ 4:05pm
Ulti Feb 18 @ 5:36pm 
Yeah, risk 3 is really pretty insane. I have been bashing my face against it after multiple successful risk 1/2 clears, and I haven't been getting any more blueprints to help me push past it. I'm not able to output enough damage to stop myself from getting overwhelmed by the time the faster melee enemies start popping up.
Mile Feb 18 @ 5:43pm 
Originally posted by Ulti:
Yeah, risk 3 is really pretty insane. I have been bashing my face against it after multiple successful risk 1/2 clears, and I haven't been getting any more blueprints to help me push past it. I'm not able to output enough damage to stop myself from getting overwhelmed by the time the faster melee enemies start popping up.

Yeah it has been, finally ditched sniper rifle on it for SMG and 1st time on the swap got to boss but died. 2nd attempt and finally just beat it. SMG is pretty boss since it starts with ricochet.
Last edited by Mile; Feb 18 @ 5:46pm
Ulti Feb 18 @ 5:50pm 
Yeah, I had my best luck with an SMG run, made it to 12 minutes! Probably going to keep trying with that.
Yeah, both Shotguns are terrible at the moment for damage output, synergy with the available sodas, and their reload speed for how quickly enemies scale. Same issue with the Sniper rifle, everything seems balanced around automatic weapons capable of outputting incredible amounts of DPS, projectiles, and stacks of elemental damage.

Really? The most luck I've had with any weapons has been the shotguns, both of them do some crazy damage comparative to the rapid-fire weapons. Add on some ricochet and a single magazine can wipe out a screen full of mobs.
rasabt Feb 19 @ 4:35pm 
feels incredibly unbalanced for sure
mixed with rather lackluster meta-progression-systems
this just ain't it
ruff1298 Feb 19 @ 5:29pm 
Originally posted by CEO of Hentai:
Yeah, both Shotguns are terrible at the moment for damage output, synergy with the available sodas, and their reload speed for how quickly enemies scale. Same issue with the Sniper rifle, everything seems balanced around automatic weapons capable of outputting incredible amounts of DPS, projectiles, and stacks of elemental damage.

Really? The most luck I've had with any weapons has been the shotguns, both of them do some crazy damage comparative to the rapid-fire weapons. Add on some ricochet and a single magazine can wipe out a screen full of mobs.
So you've been using ricochet weapons with them? I've been trying for reload builds and less ammo with both shotguns, since they seem to fit the niche of constantly reloading due to lesser ammo counts but higher burst.

What soda colors have you tried? I've attempted Orange but never got much of anywhere, especially with the lackluster firebreath.
Game is definitely unbalaned. We're probably seeing difficulty spikes mostly because weapon/meta- progression aren't in yet. Planet II is basically impossible.
My advice would be to just grind early levels until you get blueprints you like then push up in difficulty, Planet II Risk I is where everyone will get hard stuck right now. Don't expect to beat it and even you if you do, there is nothing to advance to ATM IIRC.
Give it a week for regularly scheduled updates to start flowing and we might be back in to a playable state. Should be fun once we get there but yeah, right now, it's YEOUCH levels hard. The screen full o' tree tanks in planet II has me rage quitting rn.
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