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Post by findleman on Aug 5, 2019 14:14:26 GMT -6
I understand if it was game breaking or made everything instantly die... but nightmare NG without using a previous save file is quite hard. People who are saying the game is too easy need to understand that this game isn't made to be like SOULS (souls isn't that hard but apparently people think it is) or teacup / IWBTG stupid hard. There really isn't that much of a balance issue on the harder difficulties when you don't use NG+ and keep your items.
I don't quite understand the logical reason the patch has things being nerfed when the game is about single player. Now, having a patch that fixes and balances for ONLY the multiplayer section of of the game (if there was one) makes sense, or patching the speed run mode. I think the Devs should pay more attention to making sure its playable rather than "hard" or "this game is too easy on nightmare ng+". The point I want to make is that the game doesn't need items or shards to be nerfed for the main play mode. (Which I'm assuming is single player, but the people who yell loudest and often times the most are not the majority)
I could see patching the speed run/ boss run modes or changing the values for nightmare difficulty just to make things more interesting/harder at that point but I don't think the game needs changed for the casual user at normal levels of difficulty.
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anonthemouse
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Post by anonthemouse on Aug 5, 2019 15:11:51 GMT -6
Well, for a start, it's not a single-player game. Multiplayer is a planned feature that will be added in a future update. It was announced as one of the original Kickstarter stretch goals. So, I would assume that adjusting the stats on the single-player side is to keep everything consistent across the board.
A better question might be, "Why make a bunch of tweaks now when we don't know how they'll affect multiplayer?"
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Aztec
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Post by Aztec on Aug 5, 2019 15:27:47 GMT -6
A) it’s completely untrue that just because a game is not multiplayer doesn’t mean it couldn't or shouldn’t get balance tweaks to make the overall experience better to get it closer to the fabled “developer intent”. Everytime you all cry foul about censorship getting in the way of the developer’s vision should feel the exact same way when a developer, through their own will and not because they were forced, changed stuff around to fix things in accordance to their own vision. You demanding the developer not change something is as much a case of censorship as when Nintendo forced Konami to remove the crosses from Super Castlevania IV in order to be able to launch the game in the west.
B) Bloodstained Ritual of the Night isn’t even strictly single player only. There will be multiplayer modes in the future and proper balancing of items, weapons and armor are needed for it to work. And even if it was just a single player game (which it isn’t) it still doesn’t mean it couldn’t get further balance tweaks.
I’m growing tired of this community’s endless whining and crying foul over the smallest of things. There ARE legitimate concerns to complain about (almost everything surrounding the Switch version, for example), but this ain’t it, Chief.
This ain’t it.
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Post by exile on Aug 5, 2019 16:41:50 GMT -6
I’m growing tired of this community’s endless whining and crying foul over the smallest of things. There ARE legitimate concerns to complain about (almost everything surrounding the Switch version, for example), but this ain’t it, Chief. This ain’t it. Yeah, I concede that sometimes gamers (myself included) can be a little melodramatic. I don't really find that to be the case here, at least not where I'm coming from. What I'M getting tired of reiterating is that I generally admire balance patches. This is probably one of only a handful of times I've ever taken serious issue with it, and this one is the worst offender in my book. It's not because the proposed nerfs are earth-shattering. They aren't. Most of them are actually quite mild. It's because I think it evidences a fundamental lack of insight by the developers of their own creation. BS succeeded because it harkens back to an era where gaming was as much about fun as competition. Most review magazines (yeah, the printed stuff, folks) back then actually had a specific score for "fun-factor" or something similar. Short of playing couch co-op with your friends or the genesis of FPS competitions (Quake, anyone?), there really wasn't much focus on balance in the way we perceive it today. Nobody cared if, for instance, everyone was abusing the hell out of "Knights of the Round" materia in FF7, because it was understood that a gamer would put in many hours with the eventual goal of being completely overpowered and one-shotting the last boss. There was immense joy and satisfaction in that. Same deal for SoTN. I think I four-shot Dracula by the time I was done leveling Alucard. As aforementioned, not every game needs to be Dark Souls. There are plenty of those. I didn't fund this game because I wanted another DS. The issue, as I see it, with these seemingly minor nerfs is that they miss the "problem." By nerfing something like Rhava Velar, the devs are essentially taking a country with a nuclear arsenal and making adjustments to a particular fighter plane. It makes that particular plane worse, but changes nothing in any significant way. The bulk of my Miriam's power is that I've leveled up the shards to where she has absolutely absurd passive bonuses. I've cooked all the recipes which, again, confer massive stat bonuses. I've also reached level 99. You could put a dull cheese grater in her hands and she'd make Dominique cry. And you know what? That's exactly what I intended. That's why I ground it out for hours and hours. It's because I wanted to revel in the unmitigated glee of wiping out an entire screen with a bolt of lightning. By picking and choosing a handful of weapons and skills (some of them rather unspectacular, to be honest), the devs really aren't solving anything. They designed a game that rewards grinding with absurd power, and now it seems they're trying to embrace an alternate philosophy and amend the design to match it. The game was DESIGNED to be broken. What they're doing won't work. At best, it will result in spoiling the fun for a few people, garnering a lot of negative feedback, and accomplishing nothing. At worst, they'll try to adjust the whole game and just make a big, bland mess out of it. I'm not ignorant of the benefits of patching and extending the lifespan of a game, but as others on these forums have stated, this particular type of tampering sometimes makes me miss the days where you got what was on the cartridge, and nothing more.
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anonthemouse
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Post by anonthemouse on Aug 5, 2019 17:50:12 GMT -6
A) it’s completely untrue that just because a game is not multiplayer doesn’t mean it couldn't or shouldn’t get balance tweaks to make the overall experience better to get it closer to the fabled “developer intent”. Everytime you all cry foul about censorship getting in the way of the developer’s vision should feel the exact same way when a developer, through their own will and not because they were forced, changed stuff around to fix things in accordance to their own vision. You demanding the developer not change something is as much a case of censorship as when Nintendo forced Konami to remove the crosses from Super Castlevania IV in order to be able to launch the game in the west. In my opinion (which counts for something, because I am part of a development team) if a game doesn't match the developers' vision, it isn't ready for release. Patches are for fixing problems. Not for the fine tuning of things that should have been done during Alpha and Beta. B) Bloodstained Ritual of the Night isn’t even strictly single player only. There will be multiplayer modes in the future and proper balancing of items, weapons and armor are needed for it to work. And even if it was just a single player game (which it isn’t) it still doesn’t mean it couldn’t get further balance tweaks. Correct on the first part, but questionable at best on the second. If it doesn't break the game, it doesn't need fixed. For the multiplayer, it's not even out yet, so how do we know it unbalances things? For the singleplayer? The game has been selling well, received glowing reviews, had plenty of people enjoying it without tweaking. There is a vocal group that wants the game to be harder, but they ignore two important points. First, the tools to make the game harder are already in their hands. Secondly...the game's an RPG. Unless you're on Nightmare, being overlevelled is going to count for a lot more than loadout. I’m growing tired of this community’s endless whining and crying foul over the smallest of things. Right, people having the game they were already enjoying changed in a way that doesn't improve their experience are the ones whining, and not the people demanding things change because they "want a challenge", but can't exhibit the self control to use the options for making the game more challenging that currently exist. If your game experience is ruined because you are physio/psychologically unable to keep yourself from using certain items, that's a "you" problem, not a game problem. If you can make the choice not to play games on Easy, you can make the choice not to overlevel and optimise your equipment. You're certainly going to have to learn that self-control eventually. The game isn't meant, and indeed should not be, balanced to challenge the best players in the world. There ARE legitimate concerns to complain about (almost everything surrounding the Switch version, for example), but this ain’t it, Chief. Those are valid concerns, yes, but some people would tell you that those are blown way out of proportion too. In the end, anything that affects someone's experience is a valid concern. It doens't matter if its two points of damage on a midgame weapon, or 30fps vs. 60fps. People want an enjoyable experience. EDIT: There was a point I wanted to make that got lost in the breakdown. Feedback forums exist for a reason. How are people supposed to make their opinion known, if they don't say anything? Not speaking up tells the development team that everything is fine. "All clear" is the default state. To an extent, receiving praise is the default state. People who enjoy things will overlook flaws that didn't matter to them. It's often when people complain that they're being the most honest (that's why I always look for negative reviews first on any Steam game I'm interested in). Even if complaints ultimately get ignored, it's important to developers to get negative feedback, because it tells them more about what needs polished or fixed than just hearing "I love this game! Thank you so much!", no matter how nice (and an ego boost) the latter is to hear.
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Post by findleman on Aug 5, 2019 22:50:37 GMT -6
A) it’s completely untrue that just because a game is not multiplayer doesn’t mean it couldn't or shouldn’t get balance tweaks to make the overall experience better to get it closer to the fabled “developer intent”. Everytime you all cry foul about censorship getting in the way of the developer’s vision should feel the exact same way when a developer, through their own will and not because they were forced, changed stuff around to fix things in accordance to their own vision. You demanding the developer not change something is as much a case of censorship as when Nintendo forced Konami to remove the crosses from Super Castlevania IV in order to be able to launch the game in the west. In my opinion (which counts for something, because I am part of a development team) if a game doesn't match the developers' vision, it isn't ready for release. Patches are for fixing problems. Not for the fine tuning of things that should have been done during Alpha and Beta. B) Bloodstained Ritual of the Night isn’t even strictly single player only. There will be multiplayer modes in the future and proper balancing of items, weapons and armor are needed for it to work. And even if it was just a single player game (which it isn’t) it still doesn’t mean it couldn’t get further balance tweaks. Correct on the first part, but questionable at best on the second. If it doesn't break the game, it doesn't need fixed. For the multiplayer, it's not even out yet, so how do we know it unbalances things? For the singleplayer? The game has been selling well, received glowing reviews, had plenty of people enjoying it without tweaking. There is a vocal group that wants the game to be harder, but they ignore two important points. First, the tools to make the game harder are already in their hands. Secondly...the game's an RPG. Unless you're on Nightmare, being overlevelled is going to count for a lot more than loadout. I’m growing tired of this community’s endless whining and crying foul over the smallest of things. Right, people having the game they were already enjoying changed in a way that doesn't improve their experience are the ones whining, and not the people demanding things change because they "want a challenge", but can't exhibit the self control to use the options for making the game more challenging that currently exist. If your game experience is ruined because you are physio/psychologically unable to keep yourself from using certain items, that's a "you" problem, not a game problem. If you can make the choice not to play games on Easy, you can make the choice not to overlevel and optimise your equipment. You're certainly going to have to learn that self-control eventually. The game isn't meant, and indeed should not be, balanced to challenge the best players in the world. There ARE legitimate concerns to complain about (almost everything surrounding the Switch version, for example), but this ain’t it, Chief. Those are valid concerns, yes, but some people would tell you that those are blown way out of proportion too. In the end, anything that affects someone's experience is a valid concern. It doens't matter if its two points of damage on a midgame weapon, or 30fps vs. 60fps. People want an enjoyable experience. EDIT: There was a point I wanted to make that got lost in the breakdown. Feedback forums exist for a reason. How are people supposed to make their opinion known, if they don't say anything? Not speaking up tells the development team that everything is fine. "All clear" is the default state. To an extent, receiving praise is the default state. People who enjoy things will overlook flaws that didn't matter to them. It's often when people complain that they're being the most honest (that's why I always look for negative reviews first on any Steam game I'm interested in). Even if complaints ultimately get ignored, it's important to developers to get negative feedback, because it tells them more about what needs polished or fixed than just hearing "I love this game! Thank you so much!", no matter how nice (and an ego boost) the latter is to hear. This is pretty close to exactly where i was trying to take this. its not "ruining" anything I was just asking and presenting questions as to why it's being "balanced". I don't mind it being patched, bug fixed or different attacks being added. That being said this game is amazing, and I've enjoyed every min. of playing it. I want to voice my opinion that there are people out there who don't care if the hammerhead familiar is strong. I personally never used it for more than 5 mins because i find it boring and moves too slow for most non-boss gameplay. I just was wondering why we are patching and nerfing damage values in a game where there is no point in changing a value by 2 when you get like +30 from food alone... it just seems like an odd way to try to find balance and what are we even balancing against? Why are the values too high? I could understand changing a lot of the base game values for PvP or speedrunning for optimizing gameplay styles or adding more options to be usable. The real question is why is the patch even needed? I never felt like anything was over powered in the game, because as soon as you maxed out food from the next progression, you kinda just massacre everything anyway with expertise. (i didn't find optimizer until after i beat the game) Personally, I think a cool weapon that's really strong or a shard that's amazing at some points in the game is fine to be a little strong, even a little op, at rank 9/9 but it should be anyway. maxed out Miriam with a 9/9 shard should slay just about anything that's not a boss anyway. Balance should also not be tuned in any way about ng+... the food buffs from the last game make you have massive stats at lvl (anything) anyway, and any items that have good stats make you have the stats to run directly to the end of hard mode pretty much instantly, and get into nightmare where the damage just means you only have to dodge and it doesn't matter how strong either side is anyway, because they can't hit you... (I've got a few of the special no hit rewards from nightmare....) So the question still remains, what are we even balancing against? Why are the values too high? If the values that work in the standard game aren't suited to PvP, I see no reason to keep them synced with the same stats instead of nerfing things. As a side note, I'm not here to address feelings about how people feel about gamers and drama. lets keep it civil and not try to undermine other gamers with an emotional argument instead of discussing the topic. Thanks.
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kandrax
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Post by kandrax on Aug 6, 2019 10:45:39 GMT -6
Maybe they prepare for some pseudo mmo multiplayer like Diablo 2 where a certain number of people can meet up in a game and coop, pvp, or trade together. It'd be cool if there was some official update what exactly the online modes gonna look like.
But even with the nerfs this game is still gonna be pretty easy after you are a few hours in, because it's just made to be that way by design. Now Hollow Knight on the other hand almost made me break a controller and the last time I was about to do that was when I was a 12 yo kid playing super nintendo...
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Post by Deleted on Aug 6, 2019 12:09:31 GMT -6
Just want to give my two cents about this "but the game isn't single player" argument. First, the multiplayer modes are not even out yet, so balancing the game right now doesn't make any sense. Second, from the Kickstarter page we can see that the planned multiplayer modes are Local Co-op and Asynchronous online multiplayer. On one mode you're cooperating with another player and on the other you're not even interacting with another player in real time. So why do we need nerfs exactly? Until they come out and say that the Online Challenge Mode is a PvP mode then I say that nerfs are completely unwarranted / unneeded. And given what type of game this is, I highly doubt Online Challenge Mode will be a PvP mode. Also, apart from the Rhava Velar and the Welcome Company shard, the rest of the nerfs are so subtle that you have to wonder why they even went the trouble of making these changes. And in the Rhava Velar's case the nerf is just downright ridiculous. This weapon is supposed to be the Crissaegrim of this game, it's an end game weapon that requires a lot of grinding to craft, why did they nerf it? So yeah, even if there're multiplayer modes coming some time in the future these nerfs don't make any sense.
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purifyweirdshard
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Post by purifyweirdshard on Aug 6, 2019 12:11:14 GMT -6
Yeah, I concede that sometimes gamers (myself included) can be a little melodramatic. I don't really find that to be the case here, at least not where I'm coming from. What I'M getting tired of reiterating is that I generally admire balance patches. This is probably one of only a handful of times I've ever taken serious issue with it, and this one is the worst offender in my book. It's not because the proposed nerfs are earth-shattering. They aren't. Most of them are actually quite mild. It's because I think it evidences a fundamental lack of insight by the developers of their own creation. BS succeeded because it harkens back to an era where gaming was as much about fun as competition. Most review magazines (yeah, the printed stuff, folks) back then actually had a specific score for "fun-factor" or something similar. The issue, as I see it, with these seemingly minor nerfs is that they miss the "problem." By nerfing something like Rhava Velar, the devs are essentially taking a country with a nuclear arsenal and making adjustments to a particular fighter plane. It makes that particular plane worse, but changes nothing in any significant way. The bulk of my Miriam's power is that I've leveled up the shards to where she has absolutely absurd passive bonuses. I've cooked all the recipes which, again, confer massive stat bonuses. I've also reached level 99. You could put a dull cheese grater in her hands and she'd make Dominique cry. And you know what? That's exactly what I intended. That's why I ground it out for hours and hours. It's because I wanted to revel in the unmitigated glee of wiping out an entire screen with a bolt of lightning. By picking and choosing a handful of weapons and skills (some of them rather unspectacular, to be honest), the devs really aren't solving anything. They designed a game that rewards grinding with absurd power, and now it seems they're trying to embrace an alternate philosophy and amend the design to match it. The game was DESIGNED to be broken. What they're doing won't work. At best, it will result in spoiling the fun for a few people, garnering a lot of negative feedback, and accomplishing nothing. At worst, they'll try to adjust the whole game and just make a big, bland mess out of it. I'm not ignorant of the benefits of patching and extending the lifespan of a game, but as others on these forums have stated, this particular type of tampering sometimes makes me miss the days where you got what was on the cartridge, and nothing more. The "problem" you think they're aiming for/the one you think they're concerned about (and in perhaps OP's case as well) isn't what is being addressed here. I've talked about this in one of the other threads about this topic (which I may be merging this one into one of those soon), but the distinction is about being overpowered in the normal progression of the game, not being overpowered as a result of grinding or late game as per usual in all these games. I think being ridiculously strong is the result they want for us and what we all expected and will not change, that's just the nature of these games and a lot of what makes them fun is getting there. Already being there in the first 20% of the game, however, is not as fun and more taking away from the experience of wanting to get the things that are supposed to be powerful, and experiment with what is new. For the incredible majority of players, once you had, again in the most obvious case, Welcome Company and True Arrow, which were most often acquired by complete accident in the first 20% of the game - your incentive to experiment, grind or look for mid game (let alone end-game) options was incredibly diminished. The player needn't even look for wiki info or insight on if what they had already was the best, the person already knew it. You can be at a level of power early in the game that feels like it would be much more appropriate near its end - when it is common in Igavania games to ignore the level design considerations once you have the powerful abilities that allow you to skip them. Some of the early RotN shards near base level, upgraded to level 3-4 if maybe a little more or less, gave me a feeling I didn't enjoy where I was running straight though my normal progression, not fazed by enemy placement that was supposed to be something to think about, and commonly not looking twice at mid or late game abilities. Once again, think about Symphony of the Night - a notoriously broken game. Even so, nothing in the normal castle/first half of the game that can be acquired through normal/non-glitch means will easily carry you through the inverted castle unless you're a quite experienced/trained player (and hit things a whole bunch of times). In a game with upgradeable souls/shards, it can and should be completely fine for early abilities to be near equal standing to late game ones after said upgrades, but most likely not be *better* than them, especially in cases where they can be upgraded easily or perhaps not even need upgrades to suit purposes that trivialize the game/other options much earlier than you should be at an overpowered state. For the player who has beaten the game, I don't think this will mean as much or perhaps anything at all - the power of the shard adjustments are from what I understand aimed at their early power to better steer the curve of progression so more players can see and experience more content, and think more to achieve that rewarding level of power that I am sure is unchanged. I am aware that one exception to this seems to be the Crissaegrim style sword - I imagine they had their reasons for that, perhaps to give more incentive to make the weapons that are harder to craft. A counter to this point has been a potential slippery slope scenario where they end up normalizing and nerfing everything and we're in a padded room where everything is bad and the game isn't fun anymore, but I think that's an extreme exaggeration. Most very strong things, which are appropriately strong later, are untouched.
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exile
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Post by exile on Aug 6, 2019 14:12:28 GMT -6
Yeah, I concede that sometimes gamers (myself included) can be a little melodramatic. I don't really find that to be the case here, at least not where I'm coming from. What I'M getting tired of reiterating is that I generally admire balance patches. This is probably one of only a handful of times I've ever taken serious issue with it, and this one is the worst offender in my book. It's not because the proposed nerfs are earth-shattering. They aren't. Most of them are actually quite mild. It's because I think it evidences a fundamental lack of insight by the developers of their own creation. BS succeeded because it harkens back to an era where gaming was as much about fun as competition. Most review magazines (yeah, the printed stuff, folks) back then actually had a specific score for "fun-factor" or something similar. The issue, as I see it, with these seemingly minor nerfs is that they miss the "problem." By nerfing something like Rhava Velar, the devs are essentially taking a country with a nuclear arsenal and making adjustments to a particular fighter plane. It makes that particular plane worse, but changes nothing in any significant way. The bulk of my Miriam's power is that I've leveled up the shards to where she has absolutely absurd passive bonuses. I've cooked all the recipes which, again, confer massive stat bonuses. I've also reached level 99. You could put a dull cheese grater in her hands and she'd make Dominique cry. And you know what? That's exactly what I intended. That's why I ground it out for hours and hours. It's because I wanted to revel in the unmitigated glee of wiping out an entire screen with a bolt of lightning. By picking and choosing a handful of weapons and skills (some of them rather unspectacular, to be honest), the devs really aren't solving anything. They designed a game that rewards grinding with absurd power, and now it seems they're trying to embrace an alternate philosophy and amend the design to match it. The game was DESIGNED to be broken. What they're doing won't work. At best, it will result in spoiling the fun for a few people, garnering a lot of negative feedback, and accomplishing nothing. At worst, they'll try to adjust the whole game and just make a big, bland mess out of it. I'm not ignorant of the benefits of patching and extending the lifespan of a game, but as others on these forums have stated, this particular type of tampering sometimes makes me miss the days where you got what was on the cartridge, and nothing more. The "problem" you think they're aiming for/the one you think they're concerned about (and in perhaps OP's case as well) isn't what is being addressed here. I've talked about this in one of the other threads about this topic (which I may be merging this one into one of those soon), but the distinction is about being overpowered in the normal progression of the game, not being overpowered as a result of grinding or late game as per usual in all these games. I think being ridiculously strong is the result they want for us and what we all expected and will not change, that's just the nature of these games and a lot of what makes them fun is getting there. Already being there in the first 20% of the game, however, is not as fun and more taking away from the experience of wanting to get the things that are supposed to be powerful, and experiment with what is new. For the incredible majority of players, once you had, again in the most obvious case, Welcome Company and True Arrow, which were most often acquired by complete accident in the first 20% of the game - your incentive to experiment, grind or look for mid game (let alone end-game) options was incredibly diminished. The player needn't even look for wiki info or insight on if what they had already was the best, the person already knew it. You can be at a level of power early in the game that feels like it would be much more appropriate near its end - when it is common in Igavania games to ignore the level design considerations once you have the powerful abilities that allow you to skip them. Some of the early RotN shards near base level, upgraded to level 3-4 if maybe a little more or less, gave me a feeling I didn't enjoy where I was running straight though my normal progression, not fazed by enemy placement that was supposed to be something to think about, and commonly not looking twice at mid or late game abilities. Once again, think about Symphony of the Night - a notoriously broken game. Even so, nothing in the normal castle/first half of the game that can be acquired through normal/non-glitch means will easily carry you through the inverted castle unless you're a quite experienced/trained player (and hit things a whole bunch of times). In a game with upgradeable souls/shards, it can and should be completely fine for early abilities to be near equal standing to late game ones after said upgrades, but most likely not be *better* than them, especially in cases where they can be upgraded easily or perhaps not even need upgrades to suit purposes that trivialize the game/other options much earlier than you should be at an overpowered state. For the player who has beaten the game, I don't think this will mean as much or perhaps anything at all - the power of the shard adjustments are from what I understand aimed at their early power to better steer the curve of progression so more players can see and experience more content, and think more to achieve that rewarding level of power that I am sure is unchanged. I am aware that one exception to this seems to be the Crissaegrim style sword - I imagine they had their reasons for that, perhaps to give more incentive to make the weapons that are harder to craft. A counter to this point has been a potential slippery slope scenario where they end up normalizing and nerfing everything and we're in a padded room where everything is bad and the game isn't fun anymore, but I think that's an extreme exaggeration. Most very strong things, which are appropriately strong later, are untouched. Okay, that was a pretty reasonable response. I see the logic of keeping the sense of progression by encouraging people to experiment, and I believe it does make the game more fun overall. I need only look to Diablo 3, where I had a blast experimenting with multiple classes/builds/skills. The one shortcoming, however, that I hope you'll carry to the devs, is that MANY players I've encountered, in every game of this type, will simply default to latching onto the first effective skill setup they discover, whatever it may be, and going with that. It may not necessarily represent the optimal build, but a lot of people play casually. They're not min/maxxing everything. They just find something that works and stop there. A great example is Welcome Company. I'd call it a "good" skill, if situational. I personally abandoned it with a quickness once my intelligence was high enough to clean house with some of the stronger spells in the game. I consider it a complete waste of a shard when I can wreck the entire screen with a spell. I don't think that warrants a nerf. It's an effective skill that many people simply won't bother changing. If Welcome Company is nerfed enough, people will probably default to another easy-to-use skill for the duration of their playthrough. I think mine was Seeker Arrow or whatever the homing arrow is called. Certainly, if something is SO dominant that there is effectively no alternative choice, nerf it. If, however, it's simply the case that people discovered X first, and never bothered to try Y or Z, artificially prompting them to do so by watering down the experience may ultimately do more harm then good. But hey, I'm no developer, this is all speculation on my end as a fan.
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Post by findleman on Aug 6, 2019 14:26:47 GMT -6
Yeah, I concede that sometimes gamers (myself included) can be a little melodramatic. I don't really find that to be the case here, at least not where I'm coming from. What I'M getting tired of reiterating is that I generally admire balance patches. This is probably one of only a handful of times I've ever taken serious issue with it, and this one is the worst offender in my book. It's not because the proposed nerfs are earth-shattering. They aren't. Most of them are actually quite mild. It's because I think it evidences a fundamental lack of insight by the developers of their own creation. BS succeeded because it harkens back to an era where gaming was as much about fun as competition. Most review magazines (yeah, the printed stuff, folks) back then actually had a specific score for "fun-factor" or something similar. The issue, as I see it, with these seemingly minor nerfs is that they miss the "problem." By nerfing something like Rhava Velar, the devs are essentially taking a country with a nuclear arsenal and making adjustments to a particular fighter plane. It makes that particular plane worse, but changes nothing in any significant way. The bulk of my Miriam's power is that I've leveled up the shards to where she has absolutely absurd passive bonuses. I've cooked all the recipes which, again, confer massive stat bonuses. I've also reached level 99. You could put a dull cheese grater in her hands and she'd make Dominique cry. And you know what? That's exactly what I intended. That's why I ground it out for hours and hours. It's because I wanted to revel in the unmitigated glee of wiping out an entire screen with a bolt of lightning. By picking and choosing a handful of weapons and skills (some of them rather unspectacular, to be honest), the devs really aren't solving anything. They designed a game that rewards grinding with absurd power, and now it seems they're trying to embrace an alternate philosophy and amend the design to match it. The game was DESIGNED to be broken. What they're doing won't work. At best, it will result in spoiling the fun for a few people, garnering a lot of negative feedback, and accomplishing nothing. At worst, they'll try to adjust the whole game and just make a big, bland mess out of it. I'm not ignorant of the benefits of patching and extending the lifespan of a game, but as others on these forums have stated, this particular type of tampering sometimes makes me miss the days where you got what was on the cartridge, and nothing more. The "problem" you think they're aiming for/the one you think they're concerned about (and in perhaps OP's case as well) isn't what is being addressed here. I've talked about this in one of the other threads about this topic (which I may be merging this one into one of those soon), but the distinction is about being overpowered in the normal progression of the game, not being overpowered as a result of grinding or late game as per usual in all these games. I think being ridiculously strong is the result they want for us and what we all expected and will not change, that's just the nature of these games and a lot of what makes them fun is getting there. Already being there in the first 20% of the game, however, is not as fun and more taking away from the experience of wanting to get the things that are supposed to be powerful, and experiment with what is new. For the incredible majority of players, once you had, again in the most obvious case, Welcome Company and True Arrow, which were most often acquired by complete accident in the first 20% of the game - your incentive to experiment, grind or look for mid game (let alone end-game) options was incredibly diminished. The player needn't even look for wiki info or insight on if what they had already was the best, the person already knew it. You can be at a level of power early in the game that feels like it would be much more appropriate near its end - when it is common in Igavania games to ignore the level design considerations once you have the powerful abilities that allow you to skip them. Some of the early RotN shards near base level, upgraded to level 3-4 if maybe a little more or less, gave me a feeling I didn't enjoy where I was running straight though my normal progression, not fazed by enemy placement that was supposed to be something to think about, and commonly not looking twice at mid or late game abilities. Once again, think about Symphony of the Night - a notoriously broken game. Even so, nothing in the normal castle/first half of the game that can be acquired through normal/non-glitch means will easily carry you through the inverted castle unless you're a quite experienced/trained player (and hit things a whole bunch of times). In a game with upgradeable souls/shards, it can and should be completely fine for early abilities to be near equal standing to late game ones after said upgrades, but most likely not be *better* than them, especially in cases where they can be upgraded easily or perhaps not even need upgrades to suit purposes that trivialize the game/other options much earlier than you should be at an overpowered state. For the player who has beaten the game, I don't think this will mean as much or perhaps anything at all - the power of the shard adjustments are from what I understand aimed at their early power to better steer the curve of progression so more players can see and experience more content, and think more to achieve that rewarding level of power that I am sure is unchanged. I am aware that one exception to this seems to be the Crissaegrim style sword - I imagine they had their reasons for that, perhaps to give more incentive to make the weapons that are harder to craft. A counter to this point has been a potential slippery slope scenario where they end up normalizing and nerfing everything and we're in a padded room where everything is bad and the game isn't fun anymore, but I think that's an extreme exaggeration. Most very strong things, which are appropriately strong later, are untouched. Thanks for the clear and well put reply. I'm quite satisfied with the answer (to my other questions) but the real question is still, what are the devs balancing against? I understand that the welcome company is good, but its got almost no reach. I'm just worried about them normalizing all power levels of all items that just should be different. Speedrunners should not be part of the normal balance of the game. They will exploit/use the mathematically best weapons/shards at all times and they will figure out which one that is. There isn't a way to make everything the same nor should there be. I don't think that having 1 or 2 shards from some areas being a little better than others is an issue at all. I think maybe just upping the crafting requirements could work, considering farming is quite easy in this game but it's already tedious for some. Maybe the balance that seems to be trying to put in place needs to be on a per-mode basis. It doesn't make sense to nerf the low damage end of a shard when everyone abusing it is just going to 9/9 it ASAP, and therefore bypass the changes anyway, and the only person left effected is the casual gamer, in his normal game... Edit: I just wanted to clarify that its okay for thing to be overpowered at 1/1 shard or have a weapon that's a shitload better than the others, and there is nothing wrong with that. I don't understand why balance is happening anyway.... it makes 0 sense from the single player modes and pvp isn't even out yet, and for the record will have nothing to do play style wise with single player.
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purifyweirdshard
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Post by purifyweirdshard on Aug 7, 2019 8:42:09 GMT -6
Thanks for the clear and well put reply. I'm quite satisfied with the answer (to my other questions) but the real question is still, what are the devs balancing against? I understand that the welcome company is good, but its got almost no reach. I'm just worried about them normalizing all power levels of all items that just should be different. Speedrunners should not be part of the normal balance of the game. They will exploit/use the mathematically best weapons/shards at all times and they will figure out which one that is. There isn't a way to make everything the same nor should there be. I don't think that having 1 or 2 shards from some areas being a little better than others is an issue at all. The changes are for the casual gamer in their normal game, is how I'm seeing it. I intended to convey that with my earlier post. That is the experience of 99% of people who play this game, and they were likely all having the same experience with the same (very easy) strategy (this is a condensed form of my earlier post and speaking in more of a generalization, so letting you know I realize this - my earlier points have more context). I don't think speedrunners are the focus. I'm not sure multiplayer is something they're looking at yet. Welcome Company's reach isn't a factor because it is both a defensive and offensive shield - it stacks damage on enemies/bosses while you hit them with whatever else you've got and for some reason doesn't drain MP after you summon it. Almost always, by the time the paintings are gone, you have more MP than when you summoned it. This makes it incredible against normal game stage enemies (large ones you can stand next to for damage, and flying annoying ones who die in one hit to said paintings) and bosses - so, essentially, the majority if not all of the game.
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Seta
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Post by Seta on Aug 7, 2019 12:24:00 GMT -6
Thanks for the clear and well put reply. I'm quite satisfied with the answer (to my other questions) but the real question is still, what are the devs balancing against? I understand that the welcome company is good, but its got almost no reach. I'm just worried about them normalizing all power levels of all items that just should be different. Speedrunners should not be part of the normal balance of the game. They will exploit/use the mathematically best weapons/shards at all times and they will figure out which one that is. There isn't a way to make everything the same nor should there be. I don't think that having 1 or 2 shards from some areas being a little better than others is an issue at all. The changes are for the casual gamer in their normal game, is how I'm seeing it. I intended to convey that with my earlier post. That is the experience of 99% of people who play this game, and they were likely all having the same experience with the same (very easy) strategy (this is a condensed form of my earlier post and speaking in more of a generalization, so letting you know I realize this - my earlier points have more context). I don't think speedrunners are the focus. I'm not sure multiplayer is something they're looking at yet. Welcome Company's reach isn't a factor because it is both a defensive and offensive shield - it stacks damage on enemies/bosses while you hit them with whatever else you've got and for some reason doesn't drain MP after you summon it. Almost always, by the time the paintings are gone, you have more MP than when you summoned it. This makes it incredible against normal game stage enemies (large ones you can stand next to for damage, and flying annoying ones who die in one hit to said paintings) and bosses - so, essentially, the majority if not all of the game. i agree that most players are casual Keeping this in mind don't casuals prefer not to be challenged? Most of them prefer to be overpowered right? i'll make a poll here to see how much of the Bloodstained crowd on forums likes feeling OP
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anonthemouse
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Post by anonthemouse on Aug 7, 2019 14:25:11 GMT -6
Welcome Company's reach isn't a factor because it is both a defensive and offensive shield - it stacks damage on enemies/bosses while you hit them with whatever else you've got and for some reason doesn't drain MP after you summon it. Almost always, by the time the paintings are gone, you have more MP than when you summoned it. This makes it incredible against normal game stage enemies (large ones you can stand next to for damage, and flying annoying ones who die in one hit to said paintings) and bosses - so, essentially, the majority if not all of the game. I think you have accidentally hit on the correct solution. The problem with WC isn't that it's too powerful, it's that it's the wrong type of shard. I've said before that it should be made a Manipulate shard. Either have it toggle on until the paintings are destroyed, or remove the painting destruction and drop the damage to compensate (I have nothing against adjustments whose net effect is even). Right now, WC is the only Conjure shard to function as it does, and frankly, there are too few Manipulate shards in the game.
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Post by DSLevantine on Aug 8, 2019 20:30:20 GMT -6
Well, for a start, it's not a single-player game. Multiplayer is a planned feature that will be added in a future update. It was announced as one of the original Kickstarter stretch goals. So, I would assume that adjusting the stats on the single-player side is to keep everything consistent across the board. A better question might be, "Why make a bunch of tweaks now when we don't know how they'll affect multiplayer?" The problem is there is really no need to keep the shard/weapon power consistent across the board. Iga may have no experience in PVP content but at the very least he has to know PVE and PVP are different things.
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