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翻訳の問題を報告
2. expected to be addressed in patch1 by end of may.
Also, I tell everyone this: stop judging this GAMEPLAY beta in comparison to fully completed games. It's like comparing ground beef to a fully decked burger.
I played PoE Beta, & it hada complete passive tree not far from the release form, also Epoch is in Alpha, & has a deep active skill tree, plus a Grim dawn like passive tree.
Also, isn't the whole idea of the beta to provide feedback?
I am harsh to Wolcen as I want it to succeed as GGG has gone of of touch with regular gamers, treating players like big whales & design the game around streamers, & insulting casuals by saying if you can't beat the content, you can watch streamers do that.
Some developers hold off on a beta until their game is very close to what they envision for the live release, while others release a beta much earlier while stuff is still open to a lot of change. WStudio have gone the route of the latter, due to funding issues. Their beta is not really a test platform for something that is close to release, rather it is a test platform for something still in early development (relative to some other betas).
Honestly i prefer it when developers have an almost finished game as a beta so that i know i am just testing for bugs and glitches and i have a good understanding of what i might be purchasing. Wstudio's method makes me worried about things like "what if they rush the live release while there is still so much that needs to be improved?" and "i hope X changes latter in the development otherwise i will be disappointed." This is especially true with Wolcen since there is no open-beta, only a paid-access one.
With this beta, you need to keep in mind what Xrystus said, that this is a gameplay beta not a content beta. This beta is not yet representative of what will be the vanilla release, the content beta will be closer to it and will arrive later.
So even if Wolcen PST has been reduced compared to its alpha version all in all if nodes in it are more meaningful gameplay-wise than stupid stat increase ones i ll be more than happy.
Oh and BTW, OP, by definition an opinion CAN'T be objective...
Fair point.
Anyway, in fairness, I will give some examples of what I think are examples of better nodes, but feel free to critic:
Blood Explosion-> Bleeding enemies killed has 30% chance to explode, dealing 15% of their max life in 2m radius
You could up this % or damage via gear or further skill points
Chain reaction-> Explosion have 30% chance to chain one extra time dealing 40% of original explosive damage
You can have gear or additional skill point to add number of chain. See also how this node synergise with the "Blood Explosion"
Ice crusher-> Chill enemies take 15% more Physical damage from Mace & Hammer. Frozen enemies Takes 25% more Physical damage from Mace & Hammer.
This encourge gameplay where player build a skill that enhance freezing & chilling, & use a physical skill to apply massive blows after sucessful chill & freeze.
Blood Fenzy-> You gain 1 stack of blood Frenzy per normal bleeding enemies within 2m. You gain 5 stacks for champions & rare enemies, & 10 stacks for bosses. Stack up to 20x, Each stack of blood frenzy increase your attack speed by 2% & last 5 sec.
Guardian shield-> You and your allies gain 5% of your max life on a successful block.
This node encourage you to make a life tank build with high block chance to help your weaker DPS allies.
Juts some examples. I do not think what I suggest is ground breaking, some may be too OP, but IMO they are far more interesting better than +5% attack speed, +10 to maximum life
Skill tree's should be just that skills. A means of creating synergies. I don't understand why games shun from this when it adds so much more replayability. A good attribute system mixed with a good passive SKILL tree is far superior than a passive skill attribute system.
Something else that annoys me about modern ARPG's is the feature of different damage types. IE poison, fire, void, arcane, frost, chaos, bleed ex.. Normally fire is just a DOT that is red, poison is DOT that is green, void purple ex.. can you please create better inter active mechanics for damage types instead of every thing but maybe frost damage being damage over time but a different color.
What baffles me is they wanted this phase of the beta to be a test for replayability, explicitly. Why you'd then go and turn off the biggest ARPG replayability factor (character diversity) is beyond me. Sure, the game itself feels a lot better to play now than it did in the alpha, especially the melee, but I see little to no replay value to that alone.
Between the oversimplification of the wheel, the removal of anything even vaguely resembling actual attack skills and the fact that spells just keep crashing the game for me, I'm holding off even loading Wolcen until the next major iteration. We have the imminent Last Epoch beta as more than a sufficient stop-gap (if not outright alternative, although I feel LE occupies a conscious 'post-PoE' space while Wolcen can still be the sweet spot between PoE's customisation and D3's engaging gameplay).