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-they add auto cast aura skill, which make more easy switch weapon if the weapon has aura skill on it.
-sunder effect; in old game version you will get a debuff that reduce your resistance with only normal debuff notice, now it become sunder and give you a warning that you are in effect of debuff that make enemy deal much more damage to you.
-Evade add extra movement for your character, it has i-frame to make your invicible in certain animation.
-health and energy potion are not taking a slot on your inventory, and always available.
i really dont understand why would someone hate the update.
One being the portion where GD went from a more "passive" or chill laid back control game, to now more active (sunder+evade) and if then not wanting to engage with the mechanic had to build even more restricted/defensive now.
That part i can actually get, it's sorta a "radical" change after 7 years where you could just 1 button control things since you didn't have to be as active or reactive in combat, you could, but didn't have to.
The other camp is the ones that seem to either misunderstand or greatly exaggerate base changes namely the (passive) increased difficulty from enemies getting a tiny bit more dmg and some extra health (despite getting stripped of debuffs and player power increasing) and area level scaling complaints. Or the strange potion stance being somehow "fundamentally" different now.
Which imo is not just unfounded, but even the small element of kernels of truth getting greatly blown out of proportion. - people missing that area scaling was already always a thing, or that enemies/Norm-Elite-Ultimate get buffed before too to keep up with player powercreep, etc etc
sunder is a new mechanic that you can't just hard counter with stacking more resist, that's its entire purpose, to make you engage with the fight/telegraphs instead of just overcapping resist to counter debuff
stacking resist hasn't gone away it's still your core defence, but imo it was also never an issue, getting resist was always easy and simple, and that part of it being so simple then probably was made it non-"skill"/non build factor in effect, since you effectively passively just countered enemies and their dangerous attacks by overcapping resist by X amount that was freely available.
Sunder doesn't remove that resist availability, or wanting capped resist, it just means you can't as simply outstat fights with a freely available stat, and have to either engage with it directly (evade) or make additional build considerations (more hp/da/mitigation layers) if you don't wish to engage with it.
that's why you just stacked 80+50 resist overcap, to totally negate those.
New sunder still debuffs you but differently, so you take x% increased dmg instead of resist penalty, and because it's fixed multiplicative dmg increase, means you then take those 30% more dmg even if you tried to overstack resist with 30 more.
So you can still technically outstat it, it's just way harder since now you need more HP, armour etc to deal with that increased dmg since you need to use other defensive layers to try mitigate it.
And while stacking resist was easy, stacking an extra 50% HP, or another 500-1000armour, DA, DR, Absorb etc might not be as easily available as just resist abundance is that made overcaps simple.
So since outstatting it is way harder it's then "easily" solved by simply avoiding the attack entirely, thus avoiding the debuff.
*sneakily Sunder is in most cases applied to the very same attacks that had Resist shred before, so in essence devs are making you avoid the same attacks as they meant to before, that we just chose to outstat.
**and Sunder then, aside from getting dedicated evade skill, got a more uniform telegraph/warning FX, so you don't have to actually learn the various different boss attack animations
(animations that were still there before but many players just ignored/didn't pay attention to even if still useful back then)
^this then ofc also leading back to my original mention of the people in camp 1,
since the game then technically did become more "active" than before, which i can sorta understand some not appreciating, if preferring the more chill control/engagement before
The new portion concept is a much needed change, as is the built-in baseline evade skill. Boss fights are much more active and fun to play. I still can't figure out all the telegraphs for the sunders and those things are absolutely infuriating. I have always hated the idea of a one-shot kill mechanic. I get that it's a skill-check, but it's a mercilessly unforgiving one and it sucks to play against, even if they added the evade skill as counter play.
Other than that, generally changes are good. Leveling has been smooth with my new death knight (necro/soldier) now at 37. Gear's dropping fast enough I generally can get something good enough to use playing SSF.
I much prefer just having a passive dodge value.
I've got more than enough actions mapped to my keyboard already.
Adding active dodge makes it feel more like a console game.