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yeah and I read every word btw even if I abbreviated to just the quote above.
yeah people are gonna rant
As to whatever fake difficulty increase well maybe "whatever" isn't a considered term, I'm feeling pretty sick (why not take a nap cos when I dunno things are spinning around a bit and I feel kinda barfy so yeah sleeping is just kinda weird atm) - but anyways - as I read it you're not actually concerned with difficulty increase, it's just that you want the game to have more versilimitude, the game should make sense, llike the web should slow or something instead of giving poison debuff &c &c &c.
So you would be okay with it if they just made spider attacks straight up do more venom damage? Hey yeah that is a serious question from reading the OP supposedly the concern is the difficulty level? but all the examples I read are about versilimitude? so it's a legitimate question.
Then if you want to say that game balance is secondary - hey. I'm not going to argue that point. My opinion is that things should make sense in games as much as possible. Personal opinion.
Couple game balance things you didn't mention, not sure they're important to your argument or if you consider these counterarguments but whatever.
You have different enemy targets that combine to create a nastier effect. Let's say that's a deliberate design. (whatever that's a made up assertion I know but just go with it).
So when you have a Leper that can target front row enemies but not back, you don't eliminate the back row enemies but you do take out the additional debuffs at least.
So when you have classes with different debuff resistances (they do have different debuff resistances) further different trinkets change debuff resistances maybe up maybe down, that's another dimension they want to bring in; if you only encountered debuffs once in a blue moon, wouldn't be much point to having resistances in the game now would it? Legitimate question, not a rhetorical question, mind, if you have a counter, I wouldn't say it's impossible, you could say that debuffs ought to be the province of boss monsters and although they ought to be a part of gameplay &c - hey that's perfectly reasonable only it pushes things into the domain of personal preference but eh).
Or whatever arguments about game balance and stuff.
Now again as I see it the real objection isn't game balance or difficulty in the OP, it's versilimitude, so let's get a response on whether or not that's an accurate assessment.
did i dun good on reading comprehension?
Yeah you did good, and I did make it sound sorta confusing that I presented it as a fake difficulty discussion and it turned more to logic problems. My problem is a mix of both but I showed one side way more than the other so I understand the confusion. When I said I was okay with the spider spit doing more damage on a marked target, it's because it's what makes them a team, with good difficulty with good reason.
The debuff has no reason to be there as they are already threatening enough, it just makes the game more punishing, but it feels forced, and makes no sense.
That's basically what I meant in all of it, but I didn't present it properly so I'll edit the thread in a moment.
On the whole, I don't find the debuffs too annoying. There's a few that are nasty (of the -20 Dodge variety), but usually those aren't paired with a strong attack. -20% bleed resist doesn't really make that much difference. Even the stress resist debuffs actually don't make a huge difference... -20% stress damage is really only like 3 extra points of stress on a typical attack.
It would be nice if there were more ways to counteract debuffs though. Right now you have herbs, and you have the Arbalest rallying flare skill (but that only adds a minor buff to resistance, and not enough to justify having a character spam it). Having a skill or two that can remove debuffs entirely would make the situation pretty reasonable, IMHO. Off the top of my head, I'd pick Battle Heal (Crusader), Cry Havoc (Hound Master, whole party but only a %age chance, same as the stress relief) and maybe Emboldening Vapors (Plague Doctor).
I just edited my original post but I dont wish to waste time with you reading it all again, but I got my point kinda across wrong. Basically my main gripe is that most debuffs exist to make the game more punishing without good reason, cultist brawlers increas stress damage, but it's not needed, acolytes stressful incantation is threatening enough, but when the bralwer stacks the debuffs on, oh no 40 stress just lands on a heroe's lap.
Most debuffs just feel entirely unneccesery
The crusher crab in the cove, for example - not only does he bleed you, but he also makes you less able to staunch the bleeding. Which you do with herbs, which are very good to have in the cove for the curios. Very nice!
Another point in favor of debuffs is that self-buffs in the game are quite lame by default, because of action economy - having a monster waste a turn buffing another monster is often a really bad move for it, but applying a debuff which might help the other guy (or itself) as part of an attack, that does seem to work.
It would be interesting to see more enemies with 2 moves, one of which is always used to just buff, debuff or push something, though, too many things are tacked onto attacks as things stand, and the lack of enemies with 2 moves is making stun spam seriously overpowering.
Many players don't think that though - this is just a complaint about diffiuclty, and while it's perfectly legitimate to say "I find the game difficult and wish it was easier" trying to buttress that subjective sense with the arguemnet that difficulty one dislikes is somehow "fake" and "punishing without good reason" seems rather polemical.
I appreciate that to make the game harder the monsters got some synergistic debuffs rather then across the board increases. Remember herbs can remove debuffs, and you quickly know where a debuff is coming from which makes targeting more important. With the cultist example - increased stress is far less important a debuff when ther are no enemy stress dealers, but when there are and you know you can't take them down that round, it may be worth stunning or killing the debuffer instead.
Same with spiders. Now I always killer the spitters first, but there's a case to be made for removing the mark with an arbalest or killer the webbers (not a good case, but it's an option). Simply increasing the raw damage of spiders or the raw stress damage of cult witches might have a similar effect on difficulty,but seems to me a far less interesting way to effect difficulty.
It may not be your ideal way to deal with debuffs, but worth pointing out that there are several ways to help protect against them, too - character abilities, trinkets, quirks and Holy Water. So if you feel debuffs bug you more than normal, you could put greater emphasis/value on combating them directly.
I just created a discussion to offer some suggestions for Debuff Removal being added to certain class skills. I was always surprised the Hellion doesn't have a way to remove the debuffs she accumulates with half her skills. Add even more debuffs from enemies and you get some nasty effects in later difficulties.
I also expect a lot of people to chime in about how this game is easy once you learn to cheese mechanics and people just need to "Git Gud", so I also want to suggest that Red Hook should add another level of difficulty like Expert Mode or Madness Mode if you are looking for a title with some spice.