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early on Halls of Torment were just that , ie what it says on the box yo
now ofc some of this is just due to the game in-system progression , ie early on u are always desperate for gold and have no gear , after you max all blessings and can build whatever u desire then the game is a LOT easier [now FWIW i am absolutely in support of the rare items being added into the game and kept within each run]
obvs we have agony , but imho agony needs some tweaks , it seems to be too brutal for those on the lower ends of the spectrum and not enough for those on the higher end , seemingly satisfying neither , is it doing a better job at the middle hump tho? i dunno
i think we need a few things maybe to spice the game up some more
an agony-related analogy to the blessing statue , ie an ability to customize how dangerous/difficult u want the run to be , ie the heat system from Hades ; more dangerous bosses i do agree always raises the tension
another form of randomization ; like u get a random character / random gear / etc ; so we have what? 4 forms of customization? char/gear/weapon/hall ; this could give a box that has 4 options that u can check on/off , randomize everything and check all 4 or only check some and keep your gear/build for example
with just these two changes i think HoT could really maintain a more persistence amount of challenge/variance per run
this sort of reminds me of games like VampSurv and Brotato ; HoT is very much modeled more after VampSurv , with the progression/unlocks/quests/etc , this gives a 'check all the boxes and ur done till the next update' kind of scenario , whereas Brotato is more of a 'each run is its own adventure' , maybe that is more of a rogue-like vs rogue-lite comparison im not quite sure [certainly Brotato having mods also helps its longevity , but im not necessarily arguing for HoT mods at this juncture , tho im typically all for mods in almost any sense , as more choice is almost always a good thing]
imho a long-term goal for HoT could be for legit multiplayer , ie 2/3/4 adventurers vs an equally inflated horde , basically going full-tilt baby diablo-esque , but that's just a hot-take brainstorm XD
I believe that something like that has been 'in the planning' for a while now (I believe its supposed to be called the 'shrine of torment' or such). No clue as to when its to be implemented however.
But I also think that the tools are there to make it more challenging. You don't have to min-max your gear or buy blessings. You don't have to play the best character. You can create your own challenges by trying more difficult builds.
That said, I'm all for the devs adding more difficulty options.
I agree that a lot of enemies were too tanky and that needed to be nerfed but the change that I dislike the most is the velocity/moving patterns of the normal enemies being reduced and the bullets/velocity of the bullets/patterns of the bosses atacks being completely nerfed, that is what made the game dynamic kept you aways on your toes in a FUN way. Fighting strong enemies are fun that's what incentivise me to keep playing, overcoming an actual threat, and not because I got less upgrades... but because the game developers designed a good challenge. Just because something is hard doesn't mean it will be fun. But this game was. And the atmosphere of the game complements that vibe a lot.
Good on you for tackling the learning curve and being ahead!
Don't bash on the game though. There are plenty of things you can do to test yourself still, besides simply struggling with the basic levels. Go try and set a high-score for example.
Good luck!
that is not it, getting better at the game don't have nothing to do of what I'm talking about, they made the game much easier, read the frozen depth rebalance patch and you will see that they slowed down a lot of enemies movement/bullets atacks patterns
Alot of players complained about the "unfair" difficulty surrounding Frozen Depths, so it got stomped down and since then difficulty kept low for exact this reason.
Even it is way easier now than it used to be, there are still complains about "it is to hard".
For those who need more difficulty, we will get the Shrine of Torment, but we will have to be a bit more patient for that.
Is it too easy? No.
As long as only a hand full of players "fall asleep" during game play, only a handfull will find it to hard and for the majority its fine, it is the way it shoud be.
By your metric, many have found the game "too easy" since they started playing. Frozen Depths was never hard. Yet they continue to play because the devs gave us a good game. If you find it easy, make it harder for yourself. If you don't want to do that, and dogmatically insist it must be in the base game, go find another game.
It all depends on what the developers want for the game, my fear is that they nerfed everything because the majority of the people did not like it, and that is probably the reason they did so, you don't need to be rude just because you don't like my taste for games or because I'm criticizing a game that you love the way it is, but my opinion is that I find a game much more fun when it is an actual challenge, and I used to love this game much more than I do now and that's fine. I play other games. Just here to drop my opinion. I still think that they need to make it more of a challenge, they enemies are too shallow and that's not exciting.
Edit: Oh and making the game "harder for yourself" is a bad argument, it is like if I said to a person that finds the game too hard to make the game easier for yourself, "Just play the first level over and over and it will be easy!", but it will not be fun understand?
When you beat all chambers on Agony you can buy the next Prestige level which resets EVERYTHING and you start all over again but with increased difficulty.
Lets say all enemies get +20% base HP per Prestige level.
Doesn't require for the devs to add any content, except maybe steam achievements for each finished Prestige level. It will result in virtually endless replayiblity and more challenges for those players that still think it's too easy, while not messing with the initial difficulty at all.
At some point it will become truly impossible to finish a chamber, but thats not a bad thing imo and some players will always find a way to push boundaries. This way we are all happy and it takes like 5 days to implement for the devs ( source: I'm a game dev ). Win-win-win!
Awesome game otherwise!
Going and using a Vampire Survivors parallel, there's a big difference between going in on Queen Sigma and Poe Ratcho, or max powerups vs not quite max.
Solo weapon runs typically offer a mixture of challenge and the enthusiasm of experimentation.
Ultimately the problem boils down significantly to players who have low self-control.
A game can have scaling difficulty and options for characters/builds to use... but then they always go pedal to the metal with easy staples. Then they complain it's too easy. And it's like "Well, the game has dozens of options... and a ton more combos... DO SOMETHING ELSE?"
There is a streamer I sometimes watch who has done many games in this genre. And he is mad guilty of that. And he will whine a game is "too easy" if he just uses the most broken build he found 5x in a row with no deviation. And then whine if he doesn't immediately win with a different build and/or didn't execute it very well and blames the game and calls the build bad for not being easy enough to win with.
And I just can't watch him play this genre of game, I'll watch other things, but I've got no patience to see the back and forth between "talking **** about a game being too easy" and "throwing a tantrum if the game is NOT too easy".
Specifically on the "Frozen Depths was too hard". It was. It was just plain overtuned on enemy damage and HP. I could win, absolutely, but there's a big difference between "I can win if I go full minmax" and "I can win with some variety and options", and the latter part, the "options/variety" part was sorely lacking.
Winning was much less about player performance and much MORE about "pick the most broken things which are very strong in the current patch".
Like if I want to win a round, I can force Arcane Rift and whatever else supporting keeping me alive, and Arcane Rift will win. No other decision I make matters, I simply picked a massive screenwide nuke that doesn't take many level-ups to get online and dominating the round.
So when players gave feedback Frozen Depths was overtuned, was that:
- Yes, it was.
- No, just choose the broken new ability Arcane Rift and win. Because everyone knows if you CAN win, then it must be balanced.