inherit
447
0
Jun 11, 2024 9:28:29 GMT -6
182
DSLevantine
224
Jul 25, 2015 11:16:27 GMT -6
July 2015
dslevantine
|
Post by DSLevantine on Aug 9, 2019 22:57:09 GMT -6
I had a question about one of the nerfs. I read on another forum that a level 90 dullahammer head was doing 5 damage. Is that true that even though the dullahammer head was that leveled up, only little damage is being dealt? I unfortunately have not had the time to test this. It might be true as they dev is totally clueless.
|
|
lai
Loyal Familiar
Professional lurker and OOE expert
Posts: 107
inherit
743
0
Jun 13, 2024 14:49:17 GMT -6
86
lai
Professional lurker and OOE expert
107
Sept 7, 2015 18:56:30 GMT -6
September 2015
lai
|
Post by lai on Aug 9, 2019 23:17:48 GMT -6
I had a question about one of the nerfs. I read on another forum that a level 90 dullahammer head was doing 5 damage. Is that true that even though the dullahammer head was that leveled up, only little damage is being dealt? I unfortunately have not had the time to test this. Did some testing on Nightmare in the glacial tomb with R7/G9 level 1 Dullahead using my boss guide file, only INT gear was coronation gown and rainbow scarf, rest of my build was a luck build, books were luck tomes and tailwind, resulting in 27 total INT. I was getting 12 against G axe outsiders, 9 against tracers, 9 against ice elementals, 10 against simian cannons, and 7 against simians. Demon lords only took 1 per hit. So it depends on the enemy they used it against, but numbers that low should only be happening against enemies with resistances.
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Oct 25, 2024 0:03:05 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Aug 10, 2019 12:34:17 GMT -6
Yeah so related, let me ask - the patch we've been talking about is out now, how is it actually affecting your games/the way you play? I would wager not as profoundly as you imagined, just a bit for the new player
Re: familiars, our main expectation (or worry) going into this game was that they wouldn't be useful at all - I'm glad that turned out to not be the case.
|
|
exile
Loyal Familiar
Posts: 168
inherit
1786
0
May 11, 2020 15:50:55 GMT -6
183
exile
168
Dec 27, 2016 2:26:16 GMT -6
December 2016
exile
|
Post by exile on Aug 10, 2019 15:38:54 GMT -6
Yeah so related, let me ask - the patch we've been talking about is out now, how is it actually affecting your games/the way you play? I would wager not as profoundly as you imagined, just a bit for the new player Re: familiars, our main expectation (or worry) going into this game was that they wouldn't be useful at all - I'm glad that turned out to not be the case. Haven’t had any time to check the new patch. I think familiars are right where they should be. They’re not so weak as to be a complete nonfactor, but the benefits are negligible enough that they’ll never carry you through content you can’t handle on your own. That said, I really wish there was a familiar that buffed intelligence or shards in some way. It’s bad enough there’s no real “mage” weapon. I suspect this is because magic is already so strong.
|
|
inherit
3703
0
Aug 11, 2019 1:26:54 GMT -6
3
saidosha
1
Aug 10, 2019 18:19:36 GMT -6
August 2019
saidosha
|
Post by saidosha on Aug 10, 2019 18:49:24 GMT -6
Was curious how patches and DLC were coming along last night, so eventually found this thread on my google spree.
Personally, I'm not a fan of the nerfs. And sure, I saw some people complaining about Welcome Company or other early game shards, but I was ultimately content in letting them slide because there was literally no point in the game that said you had to use them, else you fail. As such, it boiled down more to personal choice of the player where oftentimes I'd say some were also being grossly over-dramatic about efficacy or imbalance.
That said, with tweaks largely being numbers based, I'm further inclined to assert that isn't why so many shards aren't used. Sometimes MP costs are too high. Sometimes the way the skill attacks is impractical. Maybe it doesn't heal enough in the moment. Maybe it's too much like another skill, only having a graphical and detrimental elemental difference. Perhaps upgrades are too late-game. Just pointing at all the popular shards and knocking them down a few pegs does nothing to address this reality. Some skills more than likely need drastic revamps, or at least token changes beyond adding a few points of damage here and there. I suspect this sort of attention would be the preferred approach enhancing versatility, but it is also the more difficult path. It should come as no surprise that gamers are jaded about devs taking the easier path when it comes to fixing problems, as very rarely does it translate to the best solutions. Whether the game is solo or multiplayer doesn't matter in this equation.
Weapons are similar in shards this way, but with their own unique issues. Techniques being underwhelming is a problem I think most would agree on. Some would even want a shortcut system for when you master an ability, you can set it for quick use. This would greatly help in the responsiveness, or lack thereof, department while further helping the viability of certain weapon classes. I honestly feel bad for anyone trying to play this exclusively on a keyboard, as an example. Otherwise, I'd say it's true that certain weapon types are under-represented and could use more variants and techs through progression, like whips. Aside from RV, I personally took to great swords because I couldn't stand the narrow attack frames of swords, being limited by ammo with guns, martial weapons generally putting you at greater risk of being hit due to range and what felt like a lacking payoff, and so on. GS simply "won" for me because attacks from below were nowhere near as common as attacks from above, further maintaining that benefit when ducking to make yourself a smaller target. The aforementioned flaws are all something that could and arguably should be looked into, but I would suspect those wary of the nerf mentality would instead worry that GS would just get beaten down with lesser damage or even changes to their normal attack arc. The former still wouldn't convert me to most other weapons, while the latter would just make angry that they destroyed some flavor, further if they doubled down on both. In the end, I think I'd more vastly prefer unique effects getting baked into weapons with an eventual upgrade path for early/mid-game stuff so you can still use them endgame if you like what they do.
When it comes to overall game difficulty, I'm just going to stick to waiting and see what the DLC difficulties and RL mode do. I'm not a fan of LV1 challenges like Nightmare, personally, so while I did that mode, I can't say it added much to the experience. I'm also inclined to call general difficulty inconsistent, with bosses like Vepar, Zangetsu 1, and Bloodless being a tad too overtuned while not being so much about pattern recognition as something like Order of Ecclesia was as a comparable "hard" 'Vania experience. Other bosses had issues like Valefor's stupid HP wall (And no amount of saying "SPEND ALL YOU HAVE BEFORE YOU FIGHT HIM!" is intuitive game design) or the casino chip lag, but for the most part, they probably could've used slight difficulty bumps upward to further match player growth, with Bael as a standout of just leaving the player of feeling, "That's it...?"
|
|
inherit
447
0
Jun 11, 2024 9:28:29 GMT -6
182
DSLevantine
224
Jul 25, 2015 11:16:27 GMT -6
July 2015
dslevantine
|
Post by DSLevantine on Aug 12, 2019 20:07:59 GMT -6
I saw some people were trying to downplay the nerf and saying it was only 2-3 point adjustment and it is not significant and players won't notice it at all. If it wasn't significant and the players won't notice it at all, why support the nerf?
|
|
inherit
3567
0
Mar 23, 2023 21:55:12 GMT -6
25
aceearly1993
29
Jul 6, 2019 5:58:22 GMT -6
July 2019
aceearly1993
|
Post by aceearly1993 on Aug 12, 2019 22:05:20 GMT -6
There's something that need to look out: Blood Steal costs 80 MP, while the maximum default MP capacity (without taking MP max up item once) is 78. Not some real issue in regular game but it DOES turn into an issue if player choose to not grab any max up item under clean new game - level one cap.
|
|
inherit
754
0
Sept 15, 2023 18:05:12 GMT -6
14
kirtap
23
Sept 13, 2015 20:44:22 GMT -6
September 2015
kirtap
|
Post by kirtap on Aug 14, 2019 5:12:02 GMT -6
There's something that need to look out: Blood Steal costs 80 MP, while the maximum default MP capacity (without taking MP max up item once) is 78. Not some real issue in regular game but it DOES turn into an issue if player choose to not grab any max up item under clean new game - level one cap. Maybe they could reduce the mp needed by bloodsteal next update?
|
|
zero
Ancient Legion
[TI0]Great president of hell, gifter of knowledge and secrets
Posts: 70
inherit
228
0
Mar 2, 2020 17:19:10 GMT -6
49
zero
[TI0]Great president of hell, gifter of knowledge and secrets
70
Jul 5, 2015 13:58:36 GMT -6
July 2015
zero
|
Post by zero on Aug 15, 2019 17:20:16 GMT -6
Not necessary, there are items that reduce mp cost.
|
|
inherit
754
0
Sept 15, 2023 18:05:12 GMT -6
14
kirtap
23
Sept 13, 2015 20:44:22 GMT -6
September 2015
kirtap
|
Post by kirtap on Aug 16, 2019 10:30:58 GMT -6
Which items do that again? I forgot what they were.
|
|
inherit
3657
0
Aug 16, 2019 14:01:17 GMT -6
3
darklord51
2
Aug 1, 2019 10:46:58 GMT -6
August 2019
darklord51
|
Post by darklord51 on Aug 16, 2019 14:01:17 GMT -6
How it is going with the zangetsu playable character development for ps4?
|
|
anonthemouse
Loyal Familiar
[TI2]What lies in wait behind the walls?
Posts: 161
inherit
1770
0
Jun 28, 2023 2:03:14 GMT -6
149
anonthemouse
[TI2]What lies in wait behind the walls?
161
Dec 7, 2016 4:34:32 GMT -6
December 2016
anonthemouse
|
Post by anonthemouse on Aug 16, 2019 17:18:35 GMT -6
How it is going with the zangetsu playable character development for ps4? Probably not the right topic to ask about that.
|
|
inherit
447
0
Jun 11, 2024 9:28:29 GMT -6
182
DSLevantine
224
Jul 25, 2015 11:16:27 GMT -6
July 2015
dslevantine
|
Post by DSLevantine on Aug 20, 2019 6:06:50 GMT -6
How it is going with the zangetsu playable character development for ps4? sorry but the dev is more interested in nerfing the game
|
|
inherit
2633
0
Aug 20, 2019 15:37:37 GMT -6
35
savingprincess
21
Jun 28, 2018 8:23:19 GMT -6
June 2018
savingprincess
|
Post by savingprincess on Aug 20, 2019 9:21:26 GMT -6
While I don't think the "balance changes" are necessary unless something was actually completely broken (i.e. crashed the game, caused underflow, etc.) I would have liked to see the team do something more "creative" with balance than just reducing power on every popular item.
Symphony of the Night is still popular to this day, without a single patch to its name. A lot of times these kinds of "balance" changes are jumping the gun. There's been no real amount of time for people to truly theorycraft and play around with things, it's just whatever is "obviously good" in the forums is seemingly automatically nerfed. People are still discovering new things about games over decades old, so changing everything someone has seemingly come into a forum and said "this is awesome" is a really odd strategy to take.
I would also maybe suggest adding in a "patch selector" so that speedrunners can all play on a version they have routed without having to re-route every few months, thereby killing the speedrunning community around the game.
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Oct 25, 2024 0:03:05 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Aug 20, 2019 9:39:26 GMT -6
savingprincess The changes more encourage the experimentation than halt it. You scarcely have a reason to take Welcome Company off after you get it, and acquiring/upgrading it is not a difficult thing. Even scrolling through the red shards a couple days ago, I found myself stuck thinking "why would I ever use these other ones?" I used other ones regardless, all the while thinking "this looks neat, but I'm purposefully limiting myself to use anything else". I've talked about all of this in more detail ad nauseum in one of these many discussions about the nerfs so I won't get too far into it again. Everyone should play RotN post-patch and report back if it actually changes or hinders how they play the game in any way - I would expect not, it's just for someone's first time through and not leaning on certain ones as a crutch and ignoring the design of 90% of them. These things are still strong when you upgrade them. Rhava Velar (the multi-hit Crissaegrim weapon that was "nerfed") does 132 per hit at high level rather than 137. Here was one of my more in-depth posts about the whole thing bloodstained.forums.net/post/71503
|
|
inherit
2633
0
Aug 20, 2019 15:37:37 GMT -6
35
savingprincess
21
Jun 28, 2018 8:23:19 GMT -6
June 2018
savingprincess
|
Post by savingprincess on Aug 20, 2019 10:18:20 GMT -6
savingprincess The changes more encourage the experimentation than halt it. You scarcely have a reason to take Welcome Company off after you get it, and acquiring/upgrading it is not a difficult thing. Even scrolling through the red shards a couple days ago, I found myself stuck thinking "why would I ever use these other ones?" I used other ones regardless, all the while thinking "this looks neat, but I'm purposefully limiting myself to use anything else". I've talked about all of this in more detail ad nauseum in one of these many discussions about the nerfs so I won't get too far into it again. Everyone should play RotN post-patch and report back if it actually changes or hinders how they play the game in any way - I would expect not, it's just for someone's first time through and not leaning on certain ones as a crutch and ignoring the design of 90% of them. These things are still strong when you upgrade them. Rhava Velar (the multi-hit Crissaegrim weapon that was "nerfed") does 132 per hit at high level rather than 137. Here was one of my more in-depth posts about the whole thing bloodstained.forums.net/post/71503 Your own sentiment kind of betrays your point... If the changes are so minimal that they shouldn't "change or hinder" how they play the game... then why make the change? Experimentation becomes impossible if the variables and parameters keep changing. If the "design" of 90% of the things are being ignored, then isn't that a problem with the way 90% of the things are designed? It's like a coffee shop, with an immensely poplar drink, so popular that none of the rest of the menu is being touched, so that coffee shop's "solution" to the "problem" is to make that drink taste worse to somehow magically get the people to order different things off then menu. Wouldn't it be more effective to amplify and tweak the design of the things that WEREN'T popular? By simply flattening out (read: nerfing) all the "Strong things" you are making the players feel weaker, it's not encouraging experimentation, it's simply punishing the experimentation that's already taken place.
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Oct 25, 2024 0:03:05 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Aug 20, 2019 10:41:00 GMT -6
savingprincess The changes more encourage the experimentation than halt it. You scarcely have a reason to take Welcome Company off after you get it, and acquiring/upgrading it is not a difficult thing. Even scrolling through the red shards a couple days ago, I found myself stuck thinking "why would I ever use these other ones?" I used other ones regardless, all the while thinking "this looks neat, but I'm purposefully limiting myself to use anything else". I've talked about all of this in more detail ad nauseum in one of these many discussions about the nerfs so I won't get too far into it again. Everyone should play RotN post-patch and report back if it actually changes or hinders how they play the game in any way - I would expect not, it's just for someone's first time through and not leaning on certain ones as a crutch and ignoring the design of 90% of them. These things are still strong when you upgrade them. Rhava Velar (the multi-hit Crissaegrim weapon that was "nerfed") does 132 per hit at high level rather than 137. Here was one of my more in-depth posts about the whole thing bloodstained.forums.net/post/71503 Your own sentiment kind of betrays your point... If the changes are so minimal that they shouldn't "change or hinder" how they play the game... then why make the change? Experimentation becomes impossible if the variables and parameters keep changing. If the "design" of 90% of the things are being ignored, then isn't that a problem with the way 90% of the things are designed? Why make the change: for the person playing the game for the first time (not us) who is discovering and should want to try new things. "If the variables and parameters keep changing" isn't the case - we're looking at what as far as we know is a one-time very minor adjustment for the purpose mentioned.
|
|
inherit
3683
0
Sept 26, 2019 11:18:14 GMT -6
1
toysipo2
14
Aug 3, 2019 3:53:08 GMT -6
August 2019
toysipo2
|
Post by toysipo2 on Aug 21, 2019 11:45:23 GMT -6
savingprincess The changes more encourage the experimentation than halt it. You scarcely have a reason to take Welcome Company off after you get it, and acquiring/upgrading it is not a difficult thing. Even scrolling through the red shards a couple days ago, I found myself stuck thinking "why would I ever use these other ones?" I used other ones regardless, all the while thinking "this looks neat, but I'm purposefully limiting myself to use anything else". I've talked about all of this in more detail ad nauseum in one of these many discussions about the nerfs so I won't get too far into it again. Everyone should play RotN post-patch and report back if it actually changes or hinders how they play the game in any way - I would expect not, it's just for someone's first time through and not leaning on certain ones as a crutch and ignoring the design of 90% of them. These things are still strong when you upgrade them. Rhava Velar (the multi-hit Crissaegrim weapon that was "nerfed") does 132 per hit at high level rather than 137. Here was one of my more in-depth posts about the whole thing bloodstained.forums.net/post/71503 Your own sentiment kind of betrays your point... If the changes are so minimal that they shouldn't "change or hinder" how they play the game... then why make the change? Experimentation becomes impossible if the variables and parameters keep changing. If the "design" of 90% of the things are being ignored, then isn't that a problem with the way 90% of the things are designed? It's like a coffee shop, with an immensely poplar drink, so popular that none of the rest of the menu is being touched, so that coffee shop's "solution" to the "problem" is to make that drink taste worse to somehow magically get the people to order different things off then menu. Wouldn't it be more effective to amplify and tweak the design of the things that WEREN'T popular? By simply flattening out (read: nerfing) all the "Strong things" you are making the players feel weaker, it's not encouraging experimentation, it's simply punishing the experimentation that's already taken place. The changes aren't too minimal to be felt, that's why. They won't be felt on the power-levelling spectrum, but they are felt at the early-mid progression level, and while they seem small, they're intended to nuance damage into a consistent point to encourage experimentation. "Experimentation becomes impossible if the variables and parameters keep changing." What? How. No, that's just wrong. It doesn't affect the experimentation process, unless options are outright being removed or turned into mush, which really isn't the case here. Coffee shop example doesn't work. It's just not the same situation. You have to realize the balance between enemy HP, stat values, and attack values. It's just a stupid idea to buff everything, and then buff enemy HP values when that slippery slope goes awry, and then buff buff buff summore- it's all purely psychological. While I agree with making themes and mechanics more pronounced and purposeful, to ignorantly bash these minute, perhaps nuanced, perhaps safe adjustments and declare them the worst thing ever is simply blind. It is simply blind. No, this does not punish current experimentation. How is it not? Because at the end of the day, the cheese strats are still viable, just not quite so cheesy for early-game players. Newcomers can feel less guilty about using them. If they wanted more damage, or if they wanted to cheese a fight, they can STILL DO THAT, as ALWAYS, but now those who want a more challenging experience are free to exercise the modicum of self-control it takes to not grind a shard into uber godhood. Therefore, the changes encourage experimentation and variety. To argue towards power creep is self-defeating madness that in the end creates a whole lot more work, makes the environment of tools and options more volcanic, and is ignorant of the current purpose of options put into place. Remember: it's all logistics and numbers.
|
|
inherit
3683
0
Sept 26, 2019 11:18:14 GMT -6
1
toysipo2
14
Aug 3, 2019 3:53:08 GMT -6
August 2019
toysipo2
|
Post by toysipo2 on Aug 21, 2019 12:02:32 GMT -6
I saw some people were trying to downplay the nerf and saying it was only 2-3 point adjustment and it is not significant and players won't notice it at all. If it wasn't significant and the players won't notice it at all, why support the nerf? Because players on a new playthrough hopefully won't find that rank 1 grade 1 of certain powerful shards are objectively the best thing ever compared to every other choice under the sun. People call these changes insignificant, because if you grind the shard into uber godhood and get all the passive damage buffs possible and extremely augment your DPS... well, surprise surprise, the couple points of damage you lost really mean nothing. At that point, you're simply going to will down a boss by doing literally anything. These are changes oriented at players seeking challenge, and weighing the basic variety of shards. Thereby, the changes are also to reward variety; why should my rank 5 grade 5 of certain shards feel objectively flat out worse than rank 1 grade 1 Riga Dohin, which can be obtained at nearly the same time? That is what we'd call "being punished for experimenting", and while it can be stomached because exploring variety is typically unintended as a whole, I mean, it makes no sense to complain when variety is actually for once catered to. You've been watching this forum, you've seen my posts, but have you read them? Or have I fallen into the vague category of "whacko who support the nerfs and is mean"? Not to be presumptuous, but to see you so bluntly claim these changes purposeless and insignificant, using such a feeble argument, inclines me to believe you hadn't read anything I wrote quite closely. Not that I blame you, but...! So, some of the playerbase will see the nerfs, and I don't doubt appreciate them for removing the temptation to use objectively better provided base-level shards. Because, here's the thing: if they're god-tier at BASE, then that almost communicates "you should be ONLY using this, and you're being KINDA DUMB if you're NOT using this", it feels like the intention is that players ONLY use THIS handful of shards, because it takes no work to grind them into being cheese strats. Anything else is sub-optimal at the basic performance level, and while this can be ignored too, it's psychologically much harder to pass up than say, thirty minutes of grinding a shard as hard as possible so it becomes overgod tier and unrivaled in every respect, aside from certain other overleveled shards. Everyone who loves everything being max power can still pretty much get the same results out of these shards. At the ground level- or, the early game level- the shards will have just enough scaling peeled back to not make them blow everything else out of the water. Personally, I find a lot of complaints about the nerfs short-sighted and selfish. I want to know how many of these people appreciate the prospective challenge at the early-game or mid-game tier, or if they know of the experience I or others talk about when they complain that "literally no one will notice these changes" or when they filter out statements regarding nuance and the early-game experience. These changes are really, really not substantial enough to warrant complaint, even if they have a palpable effect on a part of the game. They're not egregious, dire, or utterly game-changing for those who love power. They're a slight nudge for people progressing through the game, so they engage in variety and don't cling ultra-tight to all of the same options. And, again, before this may come up, it's easier to simply make those options less stupidly powerful than it is to buff everything and rebalance every enemy. You can already buff shards yourself for basically this reason. If you want less challenge, if you want more power, go for it. It's allowed, you can already do it.
|
|
inherit
447
0
Jun 11, 2024 9:28:29 GMT -6
182
DSLevantine
224
Jul 25, 2015 11:16:27 GMT -6
July 2015
dslevantine
|
Post by DSLevantine on Aug 28, 2019 5:29:49 GMT -6
Your own sentiment kind of betrays your point... If the changes are so minimal that they shouldn't "change or hinder" how they play the game... then why make the change? Experimentation becomes impossible if the variables and parameters keep changing. If the "design" of 90% of the things are being ignored, then isn't that a problem with the way 90% of the things are designed? Why make the change: for the person playing the game for the first time (not us) who is discovering and should want to try new things. "If the variables and parameters keep changing" isn't the case - we're looking at what as far as we know is a one-time very minor adjustment for the purpose mentioned. the person who play the game for the first time can still try new things without the nerf
|
|