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Good on paper, but almost every hardcore game I've ever played has a "pull the plug" mechanic. Generally - simply - pushing Alt+F4 just before, or sometimes even after a death in most games. Treat it as a crash and either load you back, or let you reload back an autosave. With some games, forcing you to do 8+ hours over again (long sessions) but better that, than having to do 100+ hour runs.
I love hardcore, but in rare occasions, the game ♥♥♥♥♥♥♥♥♥ you so hard either due to bugs, or very rare encounters (XCOM2...) where moving your last character one square for better cover, and reveal 6 new enemy squads that can now move in AND gain and action right after (the defense mission being one of the most mentioned ones, where you are ambushed by 60 enemies total, with my last ♥♥♥♥♥♥♥♥ run (also defense mission) having to face 8 mechs on a bad exploration turn. I lost 8 of my best soldiers 3 turns after and knew I couldn't recover so late into the game having economy issues as well. I Alt-F4'd a few times, but it was an impossible situation due to RNG.
Or your lategame Rimworld permadeath run. Where three random events stack, forcing you to either endure them permanently and slowly counter them. Or Alt-F4, and get different effects that are more manageable.
The only game that I enjoyed the most in Hardcore is Subnautica, because I did it in VR. There was no cheesing that one. Had a plan A and B for every situation in case ♥♥♥♥ hit the fan. And needed my plan B on multiple occasions or it be game over.
In my heart I know that the minority of games where I ended up cheesing, still felt like an accomplishment, but didn't fully count. I just dislike (my) human nature, that if we can cheese: most will. Like the Chinese saying: 'if you can cheat, cheat'. Only streamers are forced to endure, because others are watching them.
I'm not talking about how hard the bosses or critters are (I love that they're not mowed down like grass anymore - an improvement in my eyes) but how punishing it is when you DO die.
Talking here about the loss of the waystone, the removal of league content from the map and the fact that bosses are required for unlocking league atlas points - all of this combined makes the game so sweaty that I genuinely feel like it bricks the vast majority of builds for most players, or at least players like me.
I don't think I'll try a new build that doesn't look tanky simply because I know the endgame will bend me over and become a frustration exercise in self-torture unless the defences are 100 % solid.
I didn't follow a guide when I started the game, I experimented and am currently running a spark/archmage/orb of storms sorceress going for crits, proccing elemental storms on crits and using all three skills to apply shock/electrocution/lightning exposure (and conductivity via cast on shock).
I liked the gameplay in campaign, but even with 1.1k hp and 2k energy shield, I have to play the maps like they're sanctum to avoid getting clapped by surprise corpse explosions or packs that hem me in before I can make room.
I'm fully aware that my gear is probably complete garbage and that there's room for improvement, but that doesn't really soothe the friction burn when another leap-striking mana siphon enemy bumrushes me and eats my expedition and waystone for breakfast.
I'd rather they make the mobs more difficult and the map, progression and consequences for deaths more forgiving, Right now it feels like I'm treading ground.
This may just be beginner jitters though. I'm not going to go kick GGGs door in until I've tried for a while to make it work anyhow.
That said, this feels like a case where every build has to be an OP one-shot build or mega tanky or else you get no progression whatsoever on the league mechanics.
Can't imagine even attempting hardcore without cheating with an eject macro. :D