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They already posted that they'll work on the Entropy buffs/debuffs in a patch tomorrow, and that's okay, some things would need adjustment still - but that's just number tweaking. But overall most of the changes are for the better/more QOL than before, so I still see it as a win.
I've not had much issues with trying to dodge and still being hit, but it might be just because I mostly play Hakumen who just parries instead of dodging most of the time, would need to check it more on more squishier characters lol.
There are no "squishier" characters now. The 3000 HP Hakumen and 2700 HP Kokonoe are history. Everyone's starting HP seems to average around 1.500.
In terms of raw HP - yes, but Hakumen has 2 universal upgrades that reduce damage taken while super armored (which is all of the time, lol) which I take every run. Other characters don't really have that x)
When you can get a synergy, it will show in super small marks under the potential that you can get. They have the same effects as before "size increase of .... also applies to ...."
I personally like many gameplay changes, but I feel like aspects have become even more shafted than before. You pick ice dash? Now every single ice aspect will be for dash alone.
Lag has gotten worse, input buffering has become insane to the point when you can't combo different moves without literally standing still in between.
The new character feel like ♥♥♥♥ right now, no damage on anything except her basic attack dash spam.
Hakumen is still broken as hell, almost beat the final boss on my second run with him while I wouldn't get that far after hours before.
I absolutely LOATH the new permanent progression now.
Why remove every single fun and unique part and just make it health and small impact gems?
Not giving higher odds for rarity, or revives seems so dumb.
I do notice in the comments that many people didn't notice you get 3 rerolls for potentials.
To put my hat in the ring (kinda), I generally don't care how drastic any given changes are as long as it feels fun to me, though if they plan on sticking to the current system, I'd like gems which give specific perks to specific evotypes, like one that gives Jin on-hit cancels when equipped or if something more general is wanted by the dev team, a gem that extends projectile range.
Definitely the scaling has changed.
In EA after unlocking/upgrading all Tier 4 upgrades and having a few preferred legacy options you were pretty much 5 steps ahead in snowballing your damage. Gold tactic starts are pretty much guaranteed on the first level up and really just needed the potential rng to be in your favor.
The potentials in EA escalated our characters performance WAY faster since most of them felt like universal upgrades like in 1.0. If you get 2 preferred potentials with tactics supplementing them after beating stage 1 you were pretty much a death machine.
In 1.0 potentials were broken down a little to select specific upgrades in order to have clarity on your build path. This is true somewhat, but doing so made previous potentials that were universal or generally synergize with everything into singular upgrades. This slows down the scaling, but also makes some skill benefits exclusive to one another or an input error until you get to the later stages of 3-4.
Example again is with Triple Dash. In EA this would cover all dashes and all dash abilities with text dash would work with one another. In 1.0 each potentials for dash has their own upgrade for dashing trice. In 1.0 Dash blink may not be considered as Dash break super armor (Still Observing this please correct me or add onto ). This just makes it a little longer for you to turn into a death ball and somewhat changes your move set inputs that we were used to into the later stages of 3-4.
To conclude the End End game loop is pretty much the same but getting there compared to EA is little bit longer. Reason being are the AP dump for lvl 55 slots, Unlocking/Upgrading Mind Crystals , getting enough fragments, Entropy Modifier which require total fragments collected. Once you get enough it will relatively feel similar, hopefully, maybe, idk up to you after all that. An advice would be get all the ap, conversations/quests to get ap, and mind challenge rush. On a good weekend you can get a good amount done and hit 15-25 on the Entropy Modifier.
My thoughts or changes for future:
1. Change 1 selection rooms to 2 and replace HP/MP rooms to tactic ascension or tactic selection.
2. Lower a little bit of the AP cost to upgrade mind crystals. maybe 1500?
3. Omega Level (Stage 5) Change the reward for the Blue Triangles to exchange points. HP/MP is kinda meh for a room reward at that late in the game
yes they removed corruption, made it very very simple to get specific builds as every elemental thing is now in rooms literally named by the element, for some reason skills auto activate from random things like dashing so i keep dying unfairly to my skill auto activating while trying to DODGE bosses, reset like fckn everything, even tho the say you get all your prototype analyzers and whatnot back you DONT get them back its a lie or they just F it up, its honestly not a good game anymore its not much fun anymore only the music slaps now
skill issue xD
https://steamcommunity.com/sharedfiles/filedetails/?id=3151964287
reach at least Entropy 75 and you'll change your mind buddy