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Even so, are you still not planning to change or use a special correction algorithm for the shield's skill tree?
I agree with the post, damage is fine, just the debuff no quite acceptable if the BP is broke then I accepted the debuff application.
Before fixing them, the production team called them "game mechanics"
Originally, the high stats of the monsters in the middle and late stages of the game + the long upgrade time of the protagonist made it impossible for me to spend a lot of time experimenting with many style combinations.
But what they call "game mechanics" blocks the possibility of developing a style match. The value of Houkai in the later stage makes all players have to learn dodge, defense, and survival talents.
I don't have time to try them all, and can't even see them implemented in the vlogger's videos.
The character talent points became homogeneous in the later stage, which is unacceptable to me.
I agree however that it should be more clearly telegraphed in the game log and probably explained in the Crit Chance tooltip. We'll add all the necessary info in the following patches.
To an extend, this means character will be always in threaten & losing character is just mins away when fighting those mobs if things go downhill.
There are 2 concerns, I wish to point out:
1. It's not fun when a character I spend 10+ hours with specific build die even I put all my SP into a build still got chance killed by a group of mobs. (Grinding level in this game is partially stressful). I play game, I wish for game progress at the same time "fun" is what i seek for.
2. I use Path of Exile as example, POE give me a feel of ease to play cause even my build was "♥♥♥♥ and bad" I still manage to complete the game without feeling I have to restart my character. In this game, I feel the necessary to restart. The time investment I put into a character is too much, that's why the lose of a character means something to us.
Hope Dev team can aware of the "fun" aspect for this game (RNG Loot, builds, & CRPG game type of fun). Else it's just a difficult game and after complete the game, no replay value again.
1. I see nothing wrong in that. Yes, your character can die no matter how long you have been playing them. The point of the game is not exchanging your time to reach the invulnerability eventually. You're mortal, and this sense of mortality should persist with you the whole walkthrough.
2. Don't know, maybe PoE has changed, but I played it too a couple of years ago and if you didn't know mechanics well enough (or wasn't following some meta guide) it was very easy to make a borderline unplayable build that would struggle a lot with late acts content. And this planning aspect is exactly what makes this kind of games fun. If every possible decision or a combination of decisions is viable, then it only means these decisions ultimately don't matter at all.
1. I also didn't mean the Dev direction is wrong. Just the way to this game "Stoneshard" progress and gain additional "Skill Point" is through leveling only(so far...). Which eventually lead to grading level or over-leveling to ensure our character is safe for upcoming dungeon/journey, in order to make up the character we wanted to be. It's a turn-based CRPG, I really thinks traditional Action CRPG skill point progression should be tweaked to suit Stoneshard. Action type of game, we can use our control, to fill up the hole in our build but in turn-based, we can't. I do see "prepping" is necessary to play this game properly, at currently stage of the game, I can tell it's just ACRPG direct import into Turn-based CRPG. I do see "Sabotage" and "Alchemy" skill tree, will change the game feel directly but like I said, it will need tweaking, dying is losing game progression is not fun when come to Stoneshard's pace. The skill point is too luxurious put into "Survival" tree for short, I rather put into weapon tree.
2. Yes they changed a lot, the game keep progression and develop into a huge community and people are showoff they builds online. It's the "meta" build allow player's to show off their knowledge and finding of the game on the internet. I see it as marketing agents, I don't think is bad.
I disagree with this quote:
"If every possible decision or a combination of decisions is viable, then it only means these decisions ultimately don't matter at all."
It does, it was player's decision how to play the game, not the Dev team. Dev team introduce ways and ideas to beat the game, makes better sense in CRPG else this will be RPG only don't market it as CPRG.