Dying Light 2: Reloaded Edition

Dying Light 2: Reloaded Edition

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Y'all realize the point of the game is to avoid volatiles, right?
y'all keep complaining that volatiles are too tanky and that nights aren't fun anymore bc you can't kill them

guys, that's the point. volatiles aren't virals or biters, you can't just kill them. they're supposed to be an undefeated force of nature, just like in DL1
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Showing 1-15 of 65 comments
Behemmoth Jul 2, 2023 @ 11:26am 
In DL1 you can kill them once you're strong enough.

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.
Ichi Jul 2, 2023 @ 11:39am 
this roaming volatiles is affecting some night missions
kaishark Jul 2, 2023 @ 11:41am 
Originally posted by Ichi:
this roaming volatiles is affecting some night missions
yes - becasue they inside the rooms and not only outside like pormised
Niliu Jul 2, 2023 @ 11:42am 
You literally can't avoid them.
Ichi Jul 2, 2023 @ 11:44am 
its like they made the changes without testing them
Elrizzt Jul 2, 2023 @ 12:51pm 
Except that DL2 is not supposed to be like DL1. What I mean is that in DL1, you could take your time to avoid the volatiles, but in DL2 you can only stay in the dark for a certain amount of time, which means you have to take your time to avoid the volatiles while moving fast to avoid dying. Great idea.
Burak Jul 2, 2023 @ 4:31pm 
in that case, glitches and bugs are help here. Played 350 hours just took the dlc glitched weapon, after update i do whatever glitch good for volatiles.
Game need patches bugs, not buff the volatiles. Before update they are already strong. Change the minds
Varlus Jul 2, 2023 @ 5:22pm 
Originally posted by Cinnamon_Bananas:
y'all keep complaining that volatiles are too tanky and that nights aren't fun anymore bc you can't kill them

guys, that's the point. volatiles aren't virals or biters, you can't just kill them. they're supposed to be an undefeated force of nature, just like in DL1
The volatiles itself aren't the real issue. Its the fact the night is essential for gear and upgrade progression. And a lot of quest that are night time exclusive (like Baba part 3) are impossible now, because you need to run away from the quest target. The game was simply not designed for a night time like this. You can't farm trophy's for upgrades when you are getting killed by a volatile in 1 or 2 shots.
Ichi Jul 2, 2023 @ 5:34pm 
just the farming required to max upgrade one item..its brutal
bpewien [AT] Jul 2, 2023 @ 5:38pm 
Volatiles now being bullet/damage sponges has nothing to do with making them scarier, only more tedious and annoying.

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.
Last edited by bpewien [AT]; Jul 2, 2023 @ 5:39pm
Anthreris Jul 2, 2023 @ 6:04pm 
Originally posted by bpewien AUT:
Volatiles now being bullet/damage sponges has nothing to do with making them scarier, only more tedious and annoying.

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.

Originally posted by Niliu:
You literally can't avoid them.

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.
Last edited by Anthreris; Jul 2, 2023 @ 6:05pm
Niliu Jul 3, 2023 @ 4:51am 
Originally posted by Gman:
Originally posted by bpewien AUT:
Volatiles now being bullet/damage sponges has nothing to do with making them scarier, only more tedious and annoying.

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.

Originally posted by Niliu:
You literally can't avoid them.

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?
they are friggin everywhere!
Originally posted by Niliu:
Originally posted by Gman:

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?
UV stun then run back up and make a plan
uRBAN_Spaceman Jul 3, 2023 @ 1:57pm 
Its about time they made DL2 nights feel hard enough. It was to the point where a Volatile was the same tier as a biter...
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Date Posted: Jul 2, 2023 @ 11:10am
Posts: 65