Dying Light 2: Reloaded Edition

Dying Light 2: Reloaded Edition

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JacksonKlaxon Feb 26, 2024 @ 6:17am
They should fix volatiles
when i go at night they are EVERYWHERE, even on rooftops. I cant make 2 steps without triggering a chase. No problem to keep the chase meter fill fast but please take them off the rooftops, it kinda ruins the night vibe when i constantly have to worry about triggering a chase after chase even when im on a rooftop
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Showing 1-15 of 46 comments
GoobleMoWizard Feb 26, 2024 @ 6:20am 
Did you play when Techland added more than what's here now? In my opinion, I felt like there were more, cause when I use my survivors sense, I see multiple, but like I said, not as many as I remember.
Ace Wolfgang Feb 26, 2024 @ 8:30am 
Originally posted by JacksonKlaxon:
when i go at night they are EVERYWHERE, even on rooftops. I cant make 2 steps without triggering a chase. No problem to keep the chase meter fill fast but please take them off the rooftops, it kinda ruins the night vibe when i constantly have to worry about triggering a chase after chase even when im on a rooftop
I agree, it's a different feel than dying Light 1 and it's just too difficult to sneak by then. Volatiles ignore firecrackers and coins, there is 2-3 on every rooftop and they swarm you when you try to do fight the GRE Anomaly. It's just not fun to fight them and I can't imagine new players having a fun time. It feels unbalanced but I get why they did this because nights were too easy at the start. They need to reduce the volatiles to be mainly in the streets and a handful spread across the rooftops and ake the volatiles avoid the GRE Anomaly zones.
Big Ma Ma Feb 26, 2024 @ 8:41am 
Originally posted by Ace Wolfgang:
I agree, it's a different feel than dying Light 1 and it's just too difficult to sneak by then. Volatiles ignore firecrackers and coins, there is 2-3 on every rooftop and they swarm you when you try to do fight the GRE Anomaly. It's just not fun to fight them and I can't imagine new players having a fun time. It feels unbalanced but I get why they did this because nights were too easy at the start. They need to reduce the volatiles to be mainly in the streets and a handful spread across the rooftops and ake the volatiles avoid the GRE Anomaly zones.

Coin distracts Volatile. You just need to toss it without being noticed( white bar above their head). Hiding in bush also works. Don't forget to turn OFF your flashlight.

I think the current iteration of volatile is fine as it is. Volatile in DL2 is easy to outrun compared to DL1. We also have much more UV safe zones around the map.

Agree with GRE Anomaly zones though. Techland should make it so that when player initiate combat with the Reverent, prevent Volatile from detecting player.
Last edited by Big Ma Ma; Feb 26, 2024 @ 8:46am
Ace Wolfgang Feb 26, 2024 @ 8:47am 
Originally posted by Big Ma Ma:
Originally posted by Ace Wolfgang:
I agree, it's a different feel than dying Light 1 and it's just too difficult to sneak by then. Volatiles ignore firecrackers and coins, there is 2-3 on every rooftop and they swarm you when you try to do fight the GRE Anomaly. It's just not fun to fight them and I can't imagine new players having a fun time. It feels unbalanced but I get why they did this because nights were too easy at the start. They need to reduce the volatiles to be mainly in the streets and a handful spread across the rooftops and ake the volatiles avoid the GRE Anomaly zones.

Coin distracts Volatile. You just need to toss it without being noticed( white bar above their head). Hiding in bush also works. Don't forget to turn OFF your flashlight.

I think the current iteration of volatile is fine as it is. Volatile in DL2 is easy to outrun compared to DL1. We also have much more UV safe zones around the map.
I do hide in the bush, they do seem to ignore the fire crackers and coins, for the flashlight...Well I just now found out they do see it so I'll be mindful of that. Thank you for that information
Big Ma Ma Feb 26, 2024 @ 9:45am 
Originally posted by Ace Wolfgang:
I do hide in the bush, they do seem to ignore the fire crackers and coins, for the flashlight...Well I just now found out they do see it so I'll be mindful of that. Thank you for that information

Weird. Coin works for me in my case though. Note that enemies in DL2 has 3 states of detection. The red one is alerted, and the yellow one is searching and the white one is noticed. To distract Volatile, you need to be completely hidden, which means even white bar(noticed) invalidates your coins.
Last edited by Big Ma Ma; Feb 26, 2024 @ 9:46am
Ace Wolfgang Feb 26, 2024 @ 10:10am 
Originally posted by Big Ma Ma:
Originally posted by Ace Wolfgang:
I do hide in the bush, they do seem to ignore the fire crackers and coins, for the flashlight...Well I just now found out they do see it so I'll be mindful of that. Thank you for that information

Weird. Coin works for me in my case though. Note that enemies in DL2 has 3 states of detection. The red one is alerted, and the yellow one is searching and the white one is noticed. To distract Volatile, you need to be completely hidden, which means even white bar(noticed) invalidates your coins.
That's probably what's happening. Thank you for the advice.
Behemmoth Feb 26, 2024 @ 11:51am 
Originally posted by Big Ma Ma:
Originally posted by Ace Wolfgang:
I agree, it's a different feel than dying Light 1 and it's just too difficult to sneak by then. Volatiles ignore firecrackers and coins, there is 2-3 on every rooftop and they swarm you when you try to do fight the GRE Anomaly. It's just not fun to fight them and I can't imagine new players having a fun time. It feels unbalanced but I get why they did this because nights were too easy at the start. They need to reduce the volatiles to be mainly in the streets and a handful spread across the rooftops and ake the volatiles avoid the GRE Anomaly zones.

Coin distracts Volatile. You just need to toss it without being noticed( white bar above their head). Hiding in bush also works. Don't forget to turn OFF your flashlight.

I think the current iteration of volatile is fine as it is. Volatile in DL2 is easy to outrun compared to DL1. We also have much more UV safe zones around the map.

Agree with GRE Anomaly zones though. Techland should make it so that when player initiate combat with the Reverent, prevent Volatile from detecting player.

It's funny how Techland inverted the Revenant/Aberration mechanic.

Currently it is:
- Revenant is open world
- Aberration is sandboxed

How it should be:
- Revenant is sandboxed
- Aberration is open world

How i really think it should be:

- Revenant and Aberrations are open world, with UV traps surrounding the areas where volatiles could step in.
Sparkplug Feb 26, 2024 @ 1:44pm 
Man you can kill one and it will re-spawn in same the place 4 seconds later
iSven✅ Feb 26, 2024 @ 2:22pm 
Hear me out. I was playing DL2 for 100 hours and then I started playing DL1 months later. I finished DL1, there was a patch for DL2 (Reloaded) and it's literally unplayable at night in DL2 in a new game. For real. What a joke
Carnifex Feb 26, 2024 @ 2:35pm 
Nights on release were boring. Nothing happening and volatiles only appeared on max chases. Now they are littered everywhere and it's just plain annoying. They aren't hard. Just extremely annoying to trigger a chase constantly. I would just like for them to decrease the amount on the rooftops. Having to see 5-6 of them at all times in my view is bs. Makes them not as frightening like in DL1, but annoying.
Kodiak412 Feb 26, 2024 @ 3:40pm 
We need camouflage with zombie guts.
Grubbs008 Feb 26, 2024 @ 5:11pm 
meh, there's UV lights everywhere when you get windmills and night-runner posts up, not to mention towns, and you get a para-glider which has almost 100% up time if you have it at level 3. Just run, and if a chase happens, just run to a UV light. It's only irritating at the very beginning.
Darkrayne Feb 26, 2024 @ 5:39pm 
They went from one extreme to the other when they added Volatiles to rooftops.

Was too easy without them on the rooftops. Now it's a pain because there's almost always some nearby making getting anywhere at night feel like a chore.

They just need to reduce how many are up there, simple as that. Just like they needed to reduce the amount of Screamers that appear.
Pharalis Feb 26, 2024 @ 5:56pm 
I agree that they are too many, I would just remove them roaming on rooftops and leave them on streets. Epicness would be choosing 50% or 100% at the start of every login, but Im asking too much. I played 5.000 hours just doing nothing and enjoying nights on rooftops... Sure I wanted it to be slightly more difficult, but not like this. Feels like I was playing "easy" and now "nightmare" all of the sudden. Please let me walk 1 meter without aggroing them, LOL
Razer Feb 26, 2024 @ 6:36pm 
Way too many. Agreed. They are at every corner. Sometimes there's 3-4 just hanging out together. When you're running away from one you're likely to trigger a couple more just trying to get away.
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Date Posted: Feb 26, 2024 @ 6:17am
Posts: 46