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So, to rephrase, deco system won't be "like World" since you can craft any skill as a level 1 deco. I see a difference here, don't you think?
JI think at the end of 300 hour or so I only had two attack decos o>O
Part of why I returned to playing World 3 times upon dropping it for other games. I didn't feel compelled to return to Rise once after dropping it discounting the sunbreak release.
Compare this to rise where not only can I just craft ironwall gems, but I can also craft any other gem I want provided I've killed the right monster. Allowing me much more build freedom even at endgame and letting me create a ton of unique sets for different weapons easily, instead of relying on RNG to give me the decos I need. You also don't need that god roll crit/wex charm either, as I just rely on a evade window/evade distance charm with good slots that I got really easily through the melding that lets you pick one skill, and slot in the crit/wex/atk/etc myself if the build needs it.
Charms are at most two additional skills, decos are three to five skills depending on the set, or more.
And if it is? Thankfully I'm on PC this time around. I won't have to put up with it if I so choose.
I seem to recall single skill gems being the hardest to get so maybe being able to make those directly will be enough of a change.
I'm going to reserve judgement until I can play the game myself either way.
It looks like wilds will then take a path similar to rise with more predictable way to obtain skills, if only the most min max decorations (dual skills) are RNG, then it's completely fine with me.
Now all that said, it's a bit weird that 4 slots or dual skill jewels are already coming to this game since it will be high rank only, unless the devs are already talking about systems in G rank.
Where as with Charm rng. There's no clear picture of what is a perfect charm, because it's at least 2 skills, has to have good synergy, it's never clear to the player what's the max potential roll was also not understood. And then you have to think about the future so you have to save any charm that might have potential for a build, again really just slows down the action having to slowly wade through 99.99% garbage every so many hunts, that you actively have to think about each one.
I remember people complaining charm editors were one of the most popular mods for Rise. And people even screwed themselves over at one point because impossible charms bricked save files after one update, and players didn't know what was an impossible charm, because it's unclear without a wall of text guide telling you. Which says something about wading through the ♥♥♥♥ to find a good one when players don't understand the upper limits of charms.
Actually hunting relevant monsters for rare materials to craft decorations is so much more satisfying than just getting lucky randomly, and getting several really rare drops in a mindless grind of 2-3 monsters is so much worse and more time consuming than getting a wex 6 ooo in gu or something similar in rise one time.
I s2g if I can't play CB in wilds until 700 hours in again because guard, load up and artlilery decos require me to win the lottery on powered up elder dragons im going to do blood magic irl to expel the current bloat number enjoy director and assure someone competent can turn the ship around for the expansion