OwloftheNight98
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Post by OwloftheNight98 on Jul 24, 2019 2:31:16 GMT -6
I'm mostly neutral on the nerf, I am shocked at how many things are getting nerfed, but i'm not mad.
That being said, I agree with Calethulu on the subject Rheva Velar, It's an endgame item that takes a lot of time to craft and is an love letter to the most broken weapon in SotN, it's supposed to be busted I feel.
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OwloftheNight98
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Post by OwloftheNight98 on Jul 24, 2019 2:32:33 GMT -6
Am I the only one feeling that actual release is feels like the beta we expected (but just got demos instead)? Nope. Strictly speaking I'd put Bloodstained in my top 3 of Iga's games. Not sure on exact placement yet. But that still doesn't change the feeling that the game is half baked. There's a lot to do in it, but it fundamentally just feels small. I'll chalk that up to a piss poor end game and severely limited enemy types. Same. Love this game dearly, but I feel it's undercooked
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Post by purifyweirdshard on Jul 24, 2019 9:53:04 GMT -6
Ciel Adjusting Welcome Company's portraits/damage does affect how the shard works, in conjunction with, assumedly, things like the dullahammer heads having more HP. I'm thinking those two changes are related - I can't imagine they're thrilled about everyone ignoring that those things were put in the levels. But again, we don't know the severity at which things were decreased/increased and this is all just a response at surface level to something that may mean very little change in the end, if just to encourage some more variety. Some of the earliest things also being some of the best isn't good, and certainly when those things allow you to press through the level design as if it wasn't there. If they're going through the trouble of making the adjustments to the shards and the enemy HP, it's unlikely that the only effect will be making players who use it "less powerful for no reason". A nerf to these things seemed to be aimed as a buff to the game's design and the spirit of trying more things. I'm always in the camp too of players adapting to the game rather than the game adapting to players. I can never presume to know more than the creators on how things should be. I'm not explicitly saying you're doing that as I assume not, since I think it's a matter of a philosophy difference rather than you're saying you do know how better to design it. I can't speak to some of the other later game things like that sword, and I didn't mean my post to be "strictly true" or an absolute - Rhava Velar may be taking a hit, but I have no experience with that as I understood it to likely already still be a "weaker Crissaegrim" built into the standard progression path and not on the level of an endgame weapon or shard like Blue Rose, Eternal Blue, etc are. That's what I meant with "extremely powerful late game weapons" - the ones you're generally only getting either after the final boss clear or just before it. The shards/weapons listed all seem to fall into the game's standard progression before you get to that point, and that point being where just about anything goes. Again unfortunate that many and myself never really had much incentive to try those things because of some of those shards listed. For Chaser Arrow vs True Arrow, you could make the former faster with more projectiles, and drive home the "tracking" aspect of it where it homes the target for quite a while if contact isn't made. It's up to them how they do that. I respect the idea of playstyles and things just being too boring, but I don't like the idea of the game's design being in a vacuum. They can perhaps make things un-boring and while we're at first resistant to change as always to how we play, may find new reason to revisit the things we dismissed as trash. If there's also seemingly a singular "main" playstyle that you see on every streamer's media, it's less about style and just wanting to be contrary/different to what's apparently objectively the easiest/best thing. Variety being more real than arbitrary is probably preferable while within the main story's initial progression. I would rather feel like "x is very good and I already have it, but I feel like y could work as well and be very strong if I build it up some more" instead of "x is beating the game for me basically, so I think I need to limit myself more with this neat-looking thing that I know isn't good". This is a hard goal to hit in a game with so many things in it though, but I commend them and wish them the best on it.
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Post by Starsmith on Jul 24, 2019 12:08:03 GMT -6
Rhava Velar cannot be made until one has gone a bit through the Den of Behemoths. Eternal Blue can’t be made until a bit into Glacial Tomb. Which is correct: Eternal Blue is more powerful than Rhava Velar. (If I’m not mistaken, Blue Rose can be made at the same time Rhava Velar can; as far as I know it doesn’t require materials from Glacial Tomb.) It’s not unreasonable that a weapon that can’t be made until the Den of Behemoths would be useful into the one section left of the game past that point. Most of the rest of the nerfs are aimed at items obtained much earlier. I can see toning down some of the earlier stuff, even if I’m not exactly fond of nerfs in single player games. Rhava Búral, well, maybe it needs a nerf? I don’t know, I didn’t find it to be a particularly amazing weapon myself. I liked katanas better, mostly. Until I got Rhava Velar and went Ginsu knives on everything Even then, Zengetsuto and Eternal Blue were better choices for me, for the last boss fights.
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Post by purifyweirdshard on Jul 24, 2019 12:35:01 GMT -6
Well, like I mentioned earlier, these games work with the player getting stronger the longer they play. The "when" you acquire a weapon isn't just where in the story's progression you are, but also how much time and effort was involved to grind the process of making it. If I'm not mistaken, crafting Eternal Blue takes a good bit more work than the Rhava Velar. You have to have the Dies Irae first, which takes (among a bunch of other things, like making the Durandal before it etc), Crimsonite like the Velar does, and after you've done that, two Orichalcum for the EB itself, which seems like the hardest non-boss material to get.
But isn't this just nitpicknig a very specific item on their list, though? lol I hope you guys get my point because even if this sword is a notable exception, I don't think it diminishes what I meant.
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Post by Ciel on Jul 24, 2019 13:47:11 GMT -6
Ciel Adjusting Welcome Company's portraits/damage does affect how the shard works, in conjunction with, assumedly, things like the dullahammer heads having more HP. I'm thinking those two changes are related - I can't imagine they're thrilled about everyone ignoring that those things were put in the levels. But again, we don't know the severity at which things were decreased/increased and this is all just a response at surface level to something that may mean very little change in the end, if just to encourage some more variety. Some of the earliest things also being some of the best isn't good, and certainly when those things allow you to press through the level design as if it wasn't there. If they're going through the trouble of making the adjustments to the shards and the enemy HP, it's unlikely that the only effect will be making players who use it "less powerful for no reason". A nerf to these things seemed to be aimed as a buff to the game's design and the spirit of trying more things. I'm always in the camp too of players adapting to the game rather than the game adapting to players. I can never presume to know more than the creators on how things should be. I'm not explicitly saying you're doing that as I assume not, since I think it's a matter of a philosophy difference rather than you're saying you do know how better to design it. Why an early game shard can't be as powerful as the endgame ones? I don't understand why you people are so fixated on this idea of applying an equipment system philosophy on something completely unrelated. Have you tried other shards and adjusting your playstyle accordingly? They are just as good as Welcome Company and others considered busted, or even better depending on how you prefer to play the game. The shards are all made with unique effects and attack patterns, if we start to apply linear progression to them, the end result is that the endgame ones are all going to be the only useful and viable shards at the end of the game. The player will make the decision of which shard to use based on damage stats alone, ignoring the unique characteristics of each shard. This is boring. Instead of choosing whatever you think it's more fun to use, you're just going to use the newer ones you got because they are objectively better. For Chaser Arrow vs True Arrow, you could make the former faster with more projectiles, and drive home the "tracking" aspect of it where it homes the target for quite a while if contact isn't made. It's up to them how they do that. I respect the idea of playstyles and things just being too boring, but I don't like the idea of the game's design being in a vacuum. They can perhaps make things un-boring and while we're at first resistant to change as always to how we play, may find new reason to revisit the things we dismissed as trash. If there's also seemingly a singular "main" playstyle that you see on every streamer's media, it's less about style and just wanting to be contrary/different to what's apparently objectively the easiest/best thing. Variety being more real than arbitrary is probably preferable while within the main story's initial progression. I would rather feel like "x is very good and I already have it, but I feel like y could work as well and be very strong if I build it up some more" instead of "x is beating the game for me basically, so I think I need to limit myself more with this neat-looking thing that I know isn't good". This is a hard goal to hit in a game with so many things in it though, but I commend them and wish them the best on it. That's what I don't get. Why are you dismissing the other shards as trash in the first place? They are all just as good. The system was made so that every shard is freaking damn good. It's not the game's fault if the player decides to use just one of them in his entire playthrough. Sure, you may be thinking that you can solve this by making the shards from more powerful foes being objectively better, but by doing so you're just falling for the same linear progression problem again.
Ok, it's the second time I use linear progression as a bad thing for the shard system and I think it's high time to explain my reasoning of why it's fine for equipments, but not for shards. Let's take weapons as an example here. We have Katanas, Swords, Firearms, Spears and Whips. Each one of them has an unique playstyle. Let's start by comparing weapons from the same sub-type. Take Nodachi and Zangetsuto, they offer the exact same playstyle for they are Katanas, but the former you get it early game and the latter end game. It would be completely pointless should Nodachi be stronger than Zangetsuto, the player would have literally no objectively reason whatsoever to switch to the newly acquired Katana, because they play exactly the same with the only difference being stats. Now let's try to compare two weapons from different sub-types. Take Blue Rose and Eternal Blue. Sure, you know which one of them has a higher attack, but can you really point out which is objectively better? No, because they offer a completely different playstyle, only the player can make the decision of which one he wants to use based on his preference alone. I think you already got the gist of it by now. Applying the same idea with the shard system, you can't really pinpoint the objectively best shard for they are all different, offering completely different playstyles and having unique patterns that make it impossible to compare.
So yeah, with that said, I think we disagree on a fundamental level, and at this point only IGA can make his decision of the which path he wants to take his game.
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Post by anonthemouse on Jul 24, 2019 18:01:27 GMT -6
Nonsense. The Recycle Hat and Gebel's Glasses can't be OP, you don't get them until the end of the game. Explain the nerf to Rhava Velar, then. You could almost make a case for Rhava Búral, since you get it in the Cathedral, except that there's plenty of things that out-damage it, even at that point in the game. For it's upgraded form, though, there should be no excuse. You can't even get Rhava Velar until you beat Millionaire's Bane, which you can't do until you've gotten to the Den of Behemoths. It's an end-game weapon, considered to be in the same tier as Blue Rose and Eternal Blue, the absolute strongest weapons of their categories. ...we don't know the severity at which things were decreased/increased and this is all just a response at surface level to something that may mean very little change in the end, if just to encourage some more variety... This argument feels disingenuous. We may not have exact numbers, but we can make an educated guess. The nerfs must be at the least substantial enough to make a noticeable impact on game difficulty when using those items. Otherwise they will have had no effect on the game at all. So we can reasonably assume that they have each been adjusted, at bare minimum, to take a couple extra seconds to clear a room with. We might assume a more than that if the goal is to get people to see more of the boss patterns. That gives us a reasonable expectation for minimum to maximum adjustments. Assuming they didn't just make them garbage, each has been adjusted somewhere between taking a few extra seconds to clear a room on Hard, and being able to see all of a boss' attacks on Normal when using them at an appropriate level, around the point in the game when you first can get them. We can guess that Welcome Company has gotten nerfed worse than the rest, since it is the only one specifically said to be "nerfed significantly". Suggesting that we have no idea whatsoever how much these items will have changed just isn't true. Well, like I mentioned earlier, these games work with the player getting stronger the longer they play. The "when" you acquire a weapon isn't just where in the story's progression you are, but also how much time and effort was involved to grind the process of making it. If I'm not mistaken, crafting Eternal Blue takes a good bit more work than the Rhava Velar. You have to have the Dies Irae first, which takes (among a bunch of other things, like making the Durandal before it etc), Crimsonite like the Velar does, and after you've done that, two Orichalcum for the EB itself, which seems like the hardest non-boss material to get. But isn't this just nitpicknig a very specific item on their list, though? lol I hope you guys get my point because even if this sword is a notable exception, I don't think it diminishes what I meant. I can't speak for anyone else, but I had Dies Irae before I had Rhava Velar. It's what I used to get Rhava Velar...and, if I'm honest, what I used instead of Rhava Velar for everything but farming until I went back after beating the game and got some crazy shards to boost up Rhava to the point that having weapons with better damage didn't matter any more. I know at least two of the swords needed to craft Durandal, the game just gives to you, and the third isn't hard to make. Crimsonite I had extra of lying around, because a lot of recipes call for it. That just left Fiend Fang, and the enemies that drop that are on the way to the chest with the Millionaire's Key.
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Post by DSLevantine on Jul 24, 2019 21:56:27 GMT -6
Maybe Iga forgot that castlevania gained popularity because it was OP not because it was nerf. 65k ppl backed the game and crowdfunded 5.5m because they wanted a castlevania game where it is about OP not about nerf.
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Post by lai on Jul 25, 2019 0:57:50 GMT -6
I've been hesitant to post here because while I'm an ardent (albeit non-vocal till now) supporter of the nerfs, I never really used any of the equipment that was nerfed. I know a lot of people did though and I feel as if I'm missing something that people who did use them get/feel because I decided not to use these in any of my playthroughs. There are only 3 nerfs that actually confuse me here: Rhava Velar, Craftwork, and Chase Arrow. Rhava because it's an endgame weapon that should be at least a little ridiculous and tbh I thought it was a bit weak compared to the rest. Craftwork is a free DPS booster if you don't have anything else, but if you have the finger dexterity to actually use it effectively you deserve it or who knows maybe they nerfed it because they didn't want people to kill their fingers. Chase Arrow is out of place because you get it a full third of the game later than Straight Arrow, which is only really broken because you can rank 6 it out of the gate and rank 9 with elemental ammo. I'm not sure if Chase Arrow is as easy to upgrade but even if it is, it should be stronger as you are only supposed to get it post-Bathin (although it can be gotten post Andrealphus which might be why it was hit and summon chair was not). As for the rest of the nerfs, I think they're fine. The way I see it is that people are attached to shards that helped carry them through the game and don't want to see them be brought in line with everything else, but I'm probably wrong somewhere there and as I said before I don't really use the nerfed shards or have any attachment to them so there is probably something I am missing. I understand where the devs are coming from in terms of preserving game flow and difficulty curve which some of the shards definitely break over their knee (bunny form, welcome company, dulla heads) and it is here where I support the nerfs. Personally, I'd rather have a game where I have to think for every step and action I take and ask "is this worth it" when I use a shard rather than just blowing through everything with the same stuff for the entire game.
Maybe Iga forgot that castlevania gained popularity because it was OP not because it was nerf. 65k ppl backed the game and crowdfunded 5.5m because they wanted a castlevania game where it is about OP not about nerf. I can't speak for everyone but I definitely didn't get into IGA's Castlevanias because I wanted to be OP. If I did, I wouldn't have bothered beating all the bosses with a stripped down toolset.
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Post by purifyweirdshard on Jul 25, 2019 8:07:24 GMT -6
Ciel No, of course I don't think that earlier game shards should be weaker/less useful to the point that you only want to use later game things because they're objectively stronger - the problem (in my mind) instead that I was highlighting was that the earlier ones were not on equal ground, but actually *better* than most of the later ones. It may be a playstyle choice to use Welcome Company/True Arrow starting at hour 1-2 and through the entire rest of the game, but it was a playstyle choice for most players. Individuality is looked at less often than what is good/easy, and if the good/easy thing is something you're coming across by accident in the first couple of hours in the game, which keeps you strong all the way to the end, at least as good or better than what you can find later - that's the issue. It won't be a case of early/mid things being useless if they push some manner of mild nerfs for these things, but with them likely retaining most of their power at higher rank/grade. I'm willing to drop the whole thing, but I did want to clear up that being what I mean. Making it so that things you want to use through the game aren't good enough is contrary to what I'd want in the game (not trying to be the "no fun" bad guy here, just the opposite) - and I doubt that'd happen from the adjustments. I don't think it's disingenuous to assume that such wouldn't occur. I'm sure they want people to use things - just not to the point of only using a handful of those things exclusively (and those being early game easy finds). An even playing field where building up more things - upgrading what you've got or finding more - makes the most sense to me. The "CV is about being OP" thing mostly comes from end game shenanigans and the ridiculous level characters get. I've seen it said and I agree that Miriam is the strongest that any Igavania protagonist has been, and that isn't changing because of these few things. Regardless, I can't say I bought in to the idea of the KS because I wanted to be OP - it's much more about the atmosphere and overall design of these, but it's true that's a tenet of how they're designed. I doubt with my whole heart that's going to change - only an adjustment in the more honest process of getting to being OP. Before later game, even in SotN, you have to work to get there rather than having already arrived at the start.
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Post by Starsmith on Jul 25, 2019 12:22:28 GMT -6
But isn't this just nitpicknig a very specific item on their list, though? lol I hope you guys get my point because even if this sword is a notable exception, I don't think it diminishes what I meant.
I wasn't planning to nitpick it, sorry if it came across that way! It seemed from what you'd said before that maybe you didn't know that Rhava Velar was an endgame weapon.
I do get your point, even if I don't entirely agree with it. I can see some of the things on the list needing toning down--True Arrow is really solid (I like the style of it though and will use it or one like it regardless of a nerf I think), and as I said before, the Dullahans make the game noticeably easier--but I don't think there is really an issue with early game shards being strong. If they are too strong for their placement, making them harder to upgrade would be perfectly fine. That's a way to gate progression of a shard's power and is used on quite a few of them.
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Post by purifyweirdshard on Jul 25, 2019 12:44:43 GMT -6
I agree, harder to upgrade would be a good call, yeah - so long as it's not already good to go at the earliest levels. That's how I felt about WC - "upgrade = more paintings? There's already five?" etc. I think regardless of that shard's spot in the upgrade path, it does what it does extremely well. It also honestly makes it hard to tell/see what I'm doing and what I need to dodge with all those things flying around me, too lol. That could be especially rough on the Switch screen, come to think of it.
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Post by Seta on Aug 5, 2019 23:32:31 GMT -6
Really wish they'd work on everything else
i'm already against nerfs but c'mon we are still missing content and dealing with things like bugs
i made an account to ask if Xbox has to deal with DRM preventing the ability to load saves offline but nerfs is another thing that just bugs me Now for speedrunners it seems even more unfair with nerfs many players will be at a huge disadvantage in terms of records
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Post by ingram on Aug 6, 2019 21:26:00 GMT -6
I went with "I don't know" as for "I don't care". Unless they nerf things so hard that the sense of feeling powerful is completely lost. Which I don't think really is the case here.
Never the less, I don't think buffs or nerfs in this type of game are really necessarily.
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Post by DSLevantine on Aug 7, 2019 2:19:01 GMT -6
with less than half of the player base defeated last boss and they still think nerf is a good idea. This is beyond me.
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Post by Seta on Aug 7, 2019 3:00:35 GMT -6
with less than half of the player base defeated last boss and they still think nerf is a good idea. This is beyond me. Well at this point 60% of people are against the nerf, that's still most of us 18.33% don't know at this point Considering that people against the nerf are winning the poll by a lot, not that it matters much because we have to live with the nerfs for now anyway Hopefully they won't decide to nerf us again but still won't be surprised if they do so
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Post by DSLevantine on Aug 8, 2019 20:23:42 GMT -6
with less than half of the player base defeated last boss and they still think nerf is a good idea. This is beyond me. Well at this point 60% of people are against the nerf, that's still most of us 18.33% don't know at this point Considering that people against the nerf are winning the poll by a lot, not that it matters much because we have to live with the nerfs for now anyway Hopefully they won't decide to nerf us again but still won't be surprised if they do so The promo video where they said they listen to fans is false advertisement. Apparently, they just pretend to listen to fans but the truth is they don't care at all.
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Post by sembilanbelas on May 23, 2020 1:20:41 GMT -6
The only thing that i miss when it’s nerfed is the augment gold and alkahest usage. In the first version, you can pretty much fast forward maxing every shard with alot gold and alkahest. I’ve done about 90% of maxing the shards on hard, now the rest 10% is really feels so steep. Some item drop are also harder to drop, ie: the first time you can enter tower of twin dragon the wool from the werewolf are valuable 960G it was easier in older version if you are starting NG.
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