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Cooking is a boon and very useful so potions arent wasted. Its easier to get 100 stew than it is 20 potions.
I have the first two campanions and exploring is still necessary. So your opinion is inaccurate.
Every area has multiple uniques for every build. The upgrade items go in tiers based on the type of item. Since there are a multitude of builds and items there are many types of resources to support any combination. Your opinion is inaccurate.
Your synopsis and summary does not reflect the quality of the game.
You might be fine with those current functions, others are not.
That's a quality problem in every industry.
Double posting ...
https://steamcommunity.com/app/2457220/discussions/0/604149834549582421/
... the same false points does not make them more true ...
It's as mediocre as it can get.
Two different point of views from "pro-gamers".
Now what?
It hints at some structural problems with the game, otherwise this wouldn't happen.
(I'm not talking about just two guys - there is quite a large group on either side.)
Depends on what you're enchanting. In fact in most cases the option tends to be double down on what the weapon already does or have it do something slightly different instead.
Changing the tier of an item. Which also changes it's base stats.
I mean the entire point of the crafting system is that you can make any unique viable to the end game. To an extent the majority of uniques will be useless for a given playthrough, a ranger probably doesn't need a shield for example. In that respect though it's better than most RPG's which have the one god-tier loadout per class.
A lot of the systems you're complaining about ... are carry overs from PoE.
Not really. You can either make a game for someone or try to make a game for everyone. If you make a game for someone some people will like it, some people will hate it. If you try to make a game for everyone on the other hand you end up with the same generic slop as the rest of the Western triple A market, which will inevitably fail because ultimately you're making a game for nobody.
But for whom this game was made, then?
RPG-players?
Exactly those are the ones who either are fine with some mechanics or aren't. With quite a lot of people in each group. Which just means: The game missed a pretty huge part of its audience, then. Which is, like I've said, a big problem in each industry.
Enchanting - not only 5% of a value as you swap a skill but it's kinda pointless, I agree.
Crafting - There's no colour changes, you raise the rarity level.
Exploring - Marius doesn't reveal locations of everything.
Loot - All mats have usage in the game, the uniques are... unique and are all different. Their placement is odd though, I agree.
Overall, about 20% of real info.
This applies to 90+ % of all comments on this forum.
And the argument that "all the weapons are the same, just different skin" is stupid, since you get weapons with elemental effects, like freezing enemies, etc. It does change how powerful they are. There is clearly tier list of unique weapons.
Cooking is basically the most OP skill in the game, well worth investing points into unlocking new recipes. You can you get all kinds of long lasting buffs that are useful in tough encounters or for skillchecks, and you can get a LOT of Health and Essense regen stacked up by eating food you cooked.
Enchanting can do things like make a bow always shoot chain lightning on charge attacks, or make a gun stagger enemies lift them off the ground and pull them into melee range while you're charging a shot on them.
Not all enchantments are great but there are a lot of weapons with cool enchantments.
And greatly improves the stats on one, just increasing an item from Normal to Fine makes a huge difference on damage output from weapons or mitigation from armor.
Also upgrading Grimoires greatly reduces essence cost and cooldowns while using them, that's great even for casting spells you've already unlocked and upgraded because you can constantly churn out spells for cheap.
Exploration is extremely fun and useful, you find a lot of unique treasures and materials and if you collect totem pieces you can also get passive stats and buffs by activating them at the camp.
Also finding treasure is often a fun puzzle that keeps exploration engaging. The game also always has really cool stuff to see and takes you to some awesome views.
If you don't explore at all you won't even unlock your godlike passives because they're from memories you have to explore to uncover.
The mats are useful for upgrading items.
They can be broken down for mats or collected, whether they're useful depends a lot on your build and you can respec at any time for 100 gold.
A lot of items have special effects and bonuses like +20% move speed which can be stacked with other +move speed items and actually help you jump to places you couldn't normally reach, combined with the first fighter skill you can reach a lot of things you're not meant to so it's a lot of fun.
Light Medium and Heavy armor have Stamina and Essence penalties that increase by type but can be mitigated by abilities, they can also have regular bonuses like increased essence or health, strange and interesting ones like of bleed or explosive fire damage on unarmed melee (there's an ability that can make your fists legendary weapons, so it goes well with that)
A lot of armors and items also have stat bonuses on them which aren't useful for combat but also for passing skill checks.
I just debunked every claim you made, your attacks against the game scream that you haven't actually even played it and don't know what you're talking about.
You probably got all your criticisms from a youtuber.
I agree with enchanting and the number of unique items. Enchanting doesn't do enough and there are way more uniques than anybody is going to use. It'd help if we could outfit our companions.
Crafting isn't really a thing in Avowed. All you can actually make are high level upgrade mats. What you use all the upgrade mats for (and I disagree there are too many) is keeping your gear up to scratch. It takes a lot of materials to keep two sets of weapons and your armor leveled up, especially if you want to try out a few different builds.
Exploring is far from pointless because the world map is very dense with loads of stuff to find. There also aren't so many side quests that you end up going to every part of the map completing them. So exploring is actually rewarding.
Yea I'm playing Wilds and it pisses me off to no end when I get useless mats for things I won't build. or slinger ammo I won't fire. Clearly this is the game's fault.