The Moth enemy is legit hard. How did you guys end up doing it. It was a pure wittle fest for us
Yep same. Took us a number of tries but we used the Skulls mod which helped alot. The friggen scream pushed me off a couple times too. Also popping the first cocoon at the right time helpedWe both had the fire mod so we bursted one moth quickly. I focused on killing those flying blue balls. Then you just have to dodge all those attacks and not fall.
As far as I could tell enemies on all levels with larger weapons can swing through corners for sure and many walls. The tusk arm guys straight up ignore shit though lolah yeah one thing for the devs, if you could fix these "tentacle arms" enemies in the indoor sections of the desert it would be great, lol
said tentacles just ignore walls entirely haha
As far as I could tell enemies on all levels with larger weapons can swing through corners for sure and many walls. The tusk arm guys straight up ignore shit though lol
ah yeah one thing for the devs, if you could fix these "tentacle arms" enemies in the indoor sections of the desert it would be great, lol
said tentacles just ignore walls entirely haha
I find it infuriating to be honest. But every game has its issues. So I just have to laugh it off and take it into consideration in a review
Thank you for long answer! by the one shot I meant that me and my buddy killed the boss on first try, those bosses usually just looked like normal enemies with one extra attack with not much more health. The double moth boss with last boss were the only ones that made us sweat and were fun to fight.
I also think I got a lil bamboozled by gamespot gameplay preview and few people that talked about the game like if it was a looter shooter with random drops.
After the first world we kinda stopped exploring because it wasn't that rewarding and chests were always just dropping scraps with some iron wich stopped being exciting quickly.
About those traits - there's a crit chance, reload speed and ranged damage. Those seem to me like absolute must have and I would not put my points anywhere else.
Ohh, I gotcha on the "1-shot". Yeah, if you are beating every boss 1-shot, I definitely recommend you play hard mode as a starting difficulty. It was meant for players that have good souls / shooter (or combo) experience.
As for traits, Crit Chance, Crit Damage, Ranged Dmg, Reload Speed, Fire Rate are your core DPS ones. Vigor and the 3 defense traits are must-haves if you ever want to play on NM, and the rest are basically quality of life things - more money, better endurance, cheaper stam cost, etc. There are some hidden gems like Catalyst that increases proc chance of anything that procs... from Hotshot to Devouring Loop (5% chance to do 400% dmg on a crit, up to 15% with Catalyst, etc).
On Normal difficulty, however, I agree, the core stats are the only ones you really need (and maybe some HP or STAM for quality of life).
I find this game exponentially harder than soulsborne. There was only a couple of bosses that took double digit attempts to beat in those games. It's taken me 25 to 30 attempts for each of the 2 bosses I've beaten so far in this.
Agreed. It's not that it feels harder it just feels unfair. In soulsborne, it's learning to deal with the boss' patterns. Here it's just getting lucky with the adds.
So whats the general verdict? I really want to try it, but I have a budget to stick to.
Edit: Watching Twitch, it looks fun, but I know Twitch can be deceptive.
On PC, the situation seems similar. When searching for games, the browser shows zero games in the list. But if you press "join public game" button, it will join a random game.
On PC, the situation seems similar. When searching for games, the browser shows zero games in the list. But if you press "join public game" button, it will join a random game.
It's weird as hell.
Have you tried joining friends or just randoms?
So to those of you who have early access, what do you think of the game?
I kinda wish the boss fights were just boss fights and not boss fight with 2,000 other enemies.
Resource drops are based off your average item level (it takes the highest item for every slot, regardless of it being equipped or not, then averages it out). If you have all +5 gear (in all six slots) then you will be considered "level 6" to the game and it will drop Forged Iron more often. At a certain average level, even enemy kills will start dropping basic iron then forged iron then galvanized etc.
Bandages are cheap (and fast to cast), so are Bloodworts. Bloodwort + Triage is a straight up nullifier even if you don't have a bandage. All our diseases are meant to be super annoying, but they are also managable.
There are at least 6 firearm drops in City, but in many cases, it depends which areas your campaign rolls. 2 of them are guaranteed no matter which way your campaign rolls. There are also weapon rewards in every other zone depending on dungeons and/or quests spawned for your campaign.
As for armor sets, you can buy the other starting archetype armors right off the bat (soon as you have money), which adds to the 2 you start with (your archetype, and adventurer). That's 5 in the first 30 mins. There are at least 3 other armor sets in city alone, then a handful split among the other zones. Of course, it's all based on dynamic generation (and exploration). Really depends what spawns for you and how much you explore. The game is absolutely meant to be played multiple times, so if you only ended up with 6 at the end of a full game, you either missed a few, skipped on a few, or they didn't spawn for you - any of those things are totally possible.
Unsure which traits you consider bad. "Lots" seems like... a lot. All of them have a use (at least we feel). They may not be equally exciting but they all contribute to certain playstyles or quality of life enhancements.
In regards to boss fights and one-shot, there is no boss in the game that can 1-shot you if your armor is even to their power level until you get into higher difficulties at much higher level (there IS a certain boss that can one shot you no matter what combination of defensive gear you have on sans a certain mod if they are level 22, you are PL 21, and it's Nightmare difficulty). If you were getting one shot by 90% of the bosses you faced (so between 8-13 bosses in one campaign) then your armor was just too low. Check your menu and expand "Advanced Stats" to check Zone Rating and see if you have DIAMONDS for the zone indicators. If you have 1 red chevron, you are 2 levels below. If you have 2 red chevrons, you are 5 levels below. This pertains to both offense and defense capabilities.
Last boss definitely has some bugs. Should be fixed in next patch.
Seems like if you only got 6 armor sets, you had a ton of stuff to hunt or craft for end-game. Every world boss can be dealt with one of two ways which awards a diff crafting material (to make a unique boss weapon). Different bosses (champions) spawn in different campaigns allowing different mods to be obtained. Different quests and dungeons spawn allowing you to obtain, craft, or even purchase different armors or weapons (or even trinkets).
A typical campaign run on normal takes about 12-15 hours depending how much you explore, and you won't have seen more than 50% of the game in that time, even if you scourered every corner... this is due to the dynamic generation. Play a second time and you won't see that other missing 50%, you might see another 20% or so and be able to interact with previous stuff in new ways (for diff rewards/outcomes). Overall, it should take much closer to 50 hours or so to see MOST everything, but I know people that have played 75-100 hours and still see new stuff once in a while.
Hope this helps. Also hope you had a great time in the time you played! We will keep adding, tweaking, updating, and polishing the foundation we have, and your feedback helps!
Yes. You can do so at the title screen.
The adds are usually for ammo replenishment (because ammo is our "gun stamina"). However, in some cases they are there to distract you from an otherwise easy-to-avoid boss mechanic. That being said, In 20+ clears I've never felt I had to be lucky to beat any of the bosses, I've had to learn the boss mechanics, the add types, and the timing of the dance, so to speak. The game has a ton of abilities that allow you to manage adds and the damage of weapons at even levels (or 1 below) has been tuned on normal to allow a specific number of shots (or weakspot shots) to kill / manage.
Of course, that doesn't change the fact that some people DO feel like they need to get lucky, so that's something we look to address, be it by adjusting spawn timings, density, attack speed, pressure values, or even just making players more aware of their ability to manage multiple adds with their weapons and abilities.
Adds suck full stop, no matter how much you can grind to make them easier. They make any otherwise cool fight a slog. It was one of my longstanding complaints with how Bungie handled difficulty in older Destiny content. More adds is no fun, it's not actual mechanical challenge, it's just a damn busy mess on your screen."The adds are RNG!"
Lol this reads like the Sekiro thread.
Just upgrade your equipment and play halfway smart. So far no boss has been a challenge.
Told in cutscenes. Very straightforward so far for me.
Told in cutscenes. Very straightforward so far for me.
Lots of background lore in books and such you can read.
So obviously some of the 'better' armor sets slow you down/make you slow roll like when you use heavy armor in Dark Souls. Do we know if there's a trait we can increase to stop the slowness? Maybe endurance?