Asgard's Fall — Viking Survivors

Asgard's Fall — Viking Survivors

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Balance
Does anyone feel this game is completely off balance wise, as in the enemies have too much health and hit way too hard? I'm in the 3rd area, and the red slimes are absolutely dreadful to fight with a level 15 warrior. It doesn't help that fire is constantly raining down and fire is erupting all over the arena, in addition to the normal hordes. The noise ramps up way too quickly, to the point of misery.
Last edited by OmegaDestroyer; Apr 10 @ 5:08pm
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Showing 1-10 of 10 comments
Shivver Apr 10 @ 6:02pm 
I'm going in there later. It's a pain biome yes. I want to try movementspeed to outrun the flames maybe.
Yeah, tried the demo myself and not a fan of how enemies scale faster than you can right away, just removed it from the wishlist. :steamfacepalm: oh well
LtFeonir Apr 11 @ 1:22am 
+1 this, lots of anti-fun mechanics added to this level. In general, it doesn't feel rewarding to play. you have a limited number of dodges on a cooldown, but things which you MUST dodge (the lines of fireskulls) spawn faster than your timer regenerates; therefore, you MUST take damage. Why is this fun? - It's not.
The key to victory in current version's balance is to unlock the warpaints and focus especially on movespeed, i have 109% movespeed from my warpaint which lets me dodge everything early-game to help a run get going.

I do agree that health is a bit high, especially when considering the blood system where we increase the enemies modifiers.
norokuno Apr 11 @ 2:26am 
loved the demo but this early access shenanigans is kinda lame. balance is weird, like they're too scared people might have fun with it. happens all the time, demo kinda fire but the devs end up spending too much time with it, know it inside and out and figure people will put up with it being a bit overttuned and janky cos they're used to it. jotunn did the same thing, give everything a bazillion hitpoints and dare you to test your patience long enough to see the good stuff. it's not like this title is particularly hard, it's just struggling to find the difference between a time sink and a time waster.
I also remember the demo being more fun, were resources/pigments more commonly dropped?
I seem to be winning consistently but gaining very few resources even doing runs with added 'blood pact' challenges. Does seem like they're trying too hard to reduce the ability to go absolutely OP (defeating the point of the whole genre).

Also don't like that if I point 2 100%+ knot things at a 9% buff that it becomes 27% and not 36%, with level 3 buff cards only giving a 9% increase, why give us the ability to point multiple 100% buffs at at knot if they aren't going to stack against the buffed level; 36% is still not an outrageous level of I think it was Chill Chance. This is also makes it seem like a choice to not want players go busted OP.

Shame cause I really did enjoy the demo.
Smaex  [developer] Apr 11 @ 4:46am 
Hey, we are already working on some balancing! Our goal is not to stretch the content as long as possible, we want to make you feel like you gain power with every run but we might need some balance iterations to reach that.
I'm glad you're looking into it, because as it is now, your game is DOA. Most people aren't going to put the time into a game that smacks them down constantly for tiny, incremental gains. It's a total slog and I'm getting more and more irritated I spent money on it with every stupid run through the third area.

In a similar vein, if the Blood Altar doesn't offer stellar rewards, I cannot see anybody wanting to make the game HARDER. I am actually surprised it is currently in the game.
Last edited by OmegaDestroyer; Apr 11 @ 9:23am
Smaex  [developer] Apr 11 @ 9:37am 
We will definitely look into it and adjust things to make it fun and rewarding for everyone!

The blood sacrifice is actually used quite heavily by people who want to push the limits. There is a twitch leaderboard with people pushing into +70 blood sacrifice and higher even with "all enemies deal one shots" activated.

But we totally understand that this is not the majority of the player base and there will be actions.
In the beginning I also struggled quite a lot till a friend told me that there was a Inventory with runes you can Equip .... so maybe make it more obvious that there is different kinda hidden inventory with runes, I could see other people missing that too. Best would be make the whole rune interface a bit more user friendly and lets us sort runes by ourselves.
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