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Granted they were still easy to kill back in DL1 at the endgame. I don't think it should be the same case for DL2, neither the total opposite (which it is now). There is a middle ground where the volatiles can be hard to kill at the endgame while still not making us swing our weapons 30x to do so.
Possibly they could even increase the Muscle/Rage booster effects at level 9. This way it's all about survival in the early game and in later stages there's a challenge to kill them. A nice feeling of progression from the early game despair, to SOME confidence to tackle Volatiles as we grow stronger.
Game need patches bugs, not buff the volatiles. Before update they are already strong. Change the minds
Especially as soon as one has leveled to max skills, it should be noticeable that the strongest weapons (including bows/crossbows etc.) should make a f*cking difference.
Now it's just a boring frustrating experience for people that don't want to get f-u-c-k-e-d over endlessly.
The strongest weapons do make a difference, though the problem is twofold. Firstly strong weapons can kill Volatiles' in 8 hits, even with this in mind Volatiles' are still way too durable in my opinion. This should be reduced to 6 hits before legend levels factor in.
The second problem is that during the confusion of fighting back against a Volatile during a hunt is the player can easily be hitting other zombies or Volatiles' loosing track of the original one, by perceiving another to be their target. In other words the swarm makes it hard to keep track of your damage on an individual zombie.
I also want to note that I'm playing on normal with an endgame character, so there are still variables that could change our individual experiences.
They can be avoided. Depending on the location. For example outside of the Fisheye in Central Loop are the elevated tracks with the red trains. Here it is possible to spend a significant amount of time without being spotted while on top of the trains. Once the player starts traveling though its a different story.
One can traverse the night with the Volatiles' roaming however this requires the player to be super slow and in some cases completely change their course by going around the block before going to their original destination.
In my opinion the game is better now, but still needs to be fined tuned towards how Dying Light 1's nights worked. This means less Volatiles' in close proximity to each other, and more sources of light during the dark. Dying Light gave the player enough room to travel from the Tower to an Airdrop at night, as it stands Volatiles' need to be slightly reduced and re-balanced. An example of light sources would be how during a night storm the lightning would flash and illuminate the city of Harran.
Okay, let me posit a scenario, and you tell me how I could avoid the volatiles, okay?
I went into a Dark Hollow quest area at night, entered from the rooftop military container thing.
The moment I reached the bottom of the ladder, I was attacked by two volatiles and killed before I could even react.
So, how do I avoid Volatiles in an area they shouldn't be, who didn't show up in survivor sense, and instant killed me?