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Shadow Warrior started as this awesome, brutal, first person ninja combat, but the lack of variance in skills and the repetition in combat got old reaally fast.
Honestly i would refund if i could. I feel totally ripped off for the 50 aud i paid for it.
If you have any idea how to play them, even Dark Souls games are not hard. It's all about optimizing your build and playstyle, just like this game.
Had to get my skill points back, though, but it wasn't too hard considering I had the normal NG+ rather than the godawful karma only system. Doesn't matter if it was a bug or not, it made the game more enjoyable and was how Shadow Warrior 2013 did it. Literally no change was needed whatsoever. ♥♥♥♥ "build diversity".
Doom doesn't increase enemy health. An imp is just as strong at the beginning of the game as it is at the end, and it takes just as much damage on the lowest difficulty as Nightmare. They only hit harder, you gain less health/armor back from pickups, and the AI is better. Basically, it's the exact same game from easy to Nightmare, just with the latter having far less room for error, as the post explained.
Shadow Warrior 2 decided to just make every enemy soak up damage like a sponge, which doesn't do anything but make the higher difficulties a tedious grind. Forcing people to play on that difficulty level for a higher skill point cap is complete and utter ♥♥♥♥♥♥♥♥. The previous system was balanced enough, so all you had to do was put more enemies and decrease how much resources helped you. Would've been awesome to fight a large number of enemies with a small room for error.
I like the idea of rebalancing it into a system similar to DOOM though, but so far it has been amazing. The bullet sponge enemies were what I hated about borderlands, and if this turns into that it would really suck.
I whole heartedly agree.
Flying Wild Hog, if you guys are reading this, higher difficulties shouldn't increase monster HP, but increase attack speed, damage, and reduce effectiveness of consumables and powerups.
Make the monsters become more like the player character and less like just a regular old enemy with a ♥♥♥♥♥♥♥♥ more numbers than what the player can pump out in a reasonable time frame.
TLDR higher difficulty should be just less room for error with max difficulty being 1 lv before actually insane, like halo2s legendary vs halo2s slaso
Except for the differences I explained in detail in the post. And also that Doom's harder. But yeah, it's cause I don't know how to play this game that I prefer the pre-patch version. Obvs.
With each difficulty, the higher the diffictulty the more faster the enemies move, they will dodge attacks and roll to mess your aim and learn new attacks, they even learn to cover their heads with their hands and metallic weapons. Only enemies that get more health are the medium and mini boss enemies but its not big change, the change is only big if there are 6 players.
Now if they did balance all weapons and enemies like in KF2 the game might not have bullet sponge problems on those really high difficulties (notable weapons that suffer from this are smg and all rapid fire weapons).
I'd rather take a a grindy-difficult game over a game in which you put absolute zero effort.
And honestly, if someone wants to feel super balls to the walls overpowered, they should be free to in a game that has no competitive multiplayer. It doesn't hurt anyone else that they can go through the game killing everything easily, just like how it doesn't hurt if someone plays on a higher difficulty than someone else.
It's bigget problem was it made every other chi regen effect meaningless. Once I had it I never thought about chi restrictions again. I could vanish repeatedly and kill everything with a sneak attack then mop up the lower tier baddies afterwards if I wanted to or could just spam full upgraded grip of darkness. CC was pretty much free all the time.
On topic of the OP, I fully agree.