Key
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Currently trying to conquer Antarctica. In need of minions.
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Currently trying to conquer Antarctica. In need of minions.
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Post by Key on Jan 18, 2017 14:43:46 GMT -6
I would love to do the Level 1 Cap Hard Mode Challenge from Portrait of Ruin again in this game.
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Enkeria
Silver in the Dark
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Post by Enkeria on Nov 25, 2017 6:32:19 GMT -6
Would you guys enjoy huge or small changes towards nightmare difficulty?
- Change enemy placement. - Add a random generated placement on enemies.
- Change important item placement. - Add a random generated placement within limited number of areas. So instead of top right we have item X to get across a river, it might be in center bottom. This would be a cool mod!
- More attack and movement patterns on enemies, but most bosses.
- Add a frenzy / faster boss fight. Have them either speed up or be faster in the first place.
- Limit the amount of potions you can carry, or any other special items.
- Change a few items into something else, similar to reverse castle ring and rib of Vlad. To give smaller buffs or to summon a powerful special boss (not IGA boss).
- Add bleeding attacks from enemies, which would drain health over periods of time if hit too much. Even if potions were limited, saverooms and shops could save your life.
- Close the shop, everyone in the village is probably dead during this difficulty anyways.
- Some saverooms (if there are any), now only treat wounds and fills you health, a few others can also save, but they are scattered. (Random placements on which is which could make this difficulty interesting as well!)
- Add mist, deadly traps and other objects that either needs to be broken, walked around or just make it more difficult for our heroes to pass through, reason: More time, more of a challenge. Imagine a block of stone you need to cut to make a ramp. This while monsters are running or flying towards you.
- End boss needs to be defeated twice. Second time with a higher frenzy speed and attack pattern.
- From Facebook, someone wrote: Enemies gain invulnerability to certain elements
Thoughts?
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Post by DSLevantine on Nov 25, 2017 10:57:15 GMT -6
Would you guys enjoy huge or small changes towards nightmare difficulty?- Change enemy placement. - Add a random generated placement on enemies. - Change important item placement. - Add a random generated placement within limited number of areas. So instead of top right we have item X to get across a river, it might be in center bottom. This would be a cool mod! - More attack and movement patterns on enemies, but most bosses. - Add a frenzy / faster boss fight. Have them either speed up or be faster in the first place. - Limit the amount of potions you can carry, or any other special items. - Change a few items into something else, similar to reverse castle ring and rib of Vlad. To give smaller buffs or to summon a powerful special boss (not IGA boss). - Add bleeding attacks from enemies, which would drain health over periods of time if hit too much. Even if potions were limited, saverooms and shops could save your life. - Close the shop, everyone in the village is probably dead during this difficulty anyways. - Some saverooms (if there are any), now only treat wounds and fills you health, a few others can also save, but they are scattered. (Random placements on which is which could make this difficulty interesting as well!) - Add mist, deadly traps and other objects that either needs to be broken, walked around or just make it more difficult for our heroes to pass through, reason: More time, more of a challenge. Imagine a block of stone you need to cut to make a ramp. This while monsters are running or flying towards you. - End boss needs to be defeated twice. Second time with a higher frenzy speed and attack pattern. - From Facebook, someone wrote: Enemies gain invulnerability to certain elements Thoughts? No offense, I actually hate all the ideas
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Enkeria
Silver in the Dark
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Post by Enkeria on Nov 25, 2017 17:58:39 GMT -6
Sorry to hear DSLevantine . I first read it as you dislike the ideas but now see that you hate them.
But what are your suggestions? It would be way better to respond with an idea, rather than just say its idiotic of me to share ideas that would spice up the difficulty mode. Valuable input you got there, thank you so much. I am so sorry you got angry and needed to write that you are truthfully, and with your whole heart really hate my ideas. Sorry I ruined your day sir.
Response from Discord:gene - Yesterday at 10:28 PM Anybody play Dragon's Crown? they have three ways of increasing difficulty 1. changing enemy combinations in a room. same stats, but the new grouping makes things more challenging. 2. adding one extra move for certain enemies. even bosses gain one or two extra attack phases. either new moves or summon minions. 3. adding 'elite' enemies that have even deadlier moves than regular enemies.
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Redogan
Monster-Hunting Igavaniac
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[TI0] Game On!
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Post by Redogan on Nov 25, 2017 20:44:10 GMT -6
I had another idea for Nightmare mode that is similar to the Elite enemies mentioned. What about having Nightmare mode the same as regular mode, but every area that requires you leave through a door has said door locked until you obtain the necessary key as a drop from an Elite enemy (unique to Nightmare mode) that is extra hard to kill with enhanced AI. Every area would have one so that you could get through that area's door. They could even be petrified statues that are part of the background during regular mode, but they awaken during Nightmare mode. I imagine the conversation going: Player 1: "Dude, see those statues? They come to life on Nightmare mode and are super hard to kill." Player 2: "Dude. That's awesome!" This would also be a throw-back to the original Vampire Killer game on MSX where you had to explore and find a key in order to access the next area of the stage.
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Post by DSLevantine on Nov 25, 2017 21:31:07 GMT -6
Sorry to hear DSLevantine . I first read it as you dislike the ideas but now see that you hate them.
But what are your suggestions? It would be way better to respond with an idea, rather than just say its idiotic of me to share ideas that would spice up the difficulty mode. Valuable input you got there, thank you so much. I am so sorry you got angry and needed to write that you are truthfully, and with your whole heart really hate my ideas. Sorry I ruined your day sir.
Response from Discord:gene - Yesterday at 10:28 PM Anybody play Dragon's Crown? they have three ways of increasing difficulty 1. changing enemy combinations in a room. same stats, but the new grouping makes things more challenging. 2. adding one extra move for certain enemies. even bosses gain one or two extra attack phases. either new moves or summon minions. 3. adding 'elite' enemies that have even deadlier moves than regular enemies. I am sorry. It is not my intention to annoy you. Please allow me to rephrase my sentence "We have different opinion on the game". I hope this will make you feel better I've been here for a few months and I thank you for providing valuable information and ideas from time to time. Looking back at the post history, I actually like your posts but unfortunately we have different opinion on the nightmare difficulty.
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XombieMike
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Post by XombieMike on Nov 26, 2017 1:13:40 GMT -6
DSLevantine No need to apologize. It's hard to judge tone in text sometimes. The word "idiotic" wasn't something I saw you use.
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Galamoth
Ancient Legion
Eternal Guardian
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Post by Galamoth on Nov 26, 2017 13:23:53 GMT -6
Redogan That reminds me of a similar idea that I posted in the Save Room thread. In Nightmare Mode, perhaps there could be more "fake" Save Rooms where the statues would come to life upon attempting to Save. You must destroy them in order to finally have the privilege of saving your progress in that immediate area. ^ Also; Keys definitely sound like something I'd expect in this game anyway, but not required for every door. Sounds like a good idea for Nightmare, if you ask me! Enkeria DSLevantine How about the following as a sort-of compromise? Most of Enkeria's suggestions could be purely Optional; factors you can adjust to your liking (or just leave at default) before starting a New Game+ (Like difficulty-selection and other playable characters, I honestly wouldn't expect these features to be available right from the start, when you haven't already cleared the main game at least once). ^ As for his suggestions related to random-generation? Make those exclusive to the Roguelike Mode. Change enemy placement? (how about an option similar to "Enemy Set Mode" from Dawn of Sorrow?) Changing important item placement? ( only change to other areas that the player-character can actually reach with their current abilities/relics/shards) Considering most past Igavania games? Difficulty is most likely going to determine at least one or two [if not all] of the following for enemies and Bosses alike: Speed of movement, base-damage from attacks, attack-speed, variety of attacks, and even changing some attacks they already use on lower difficulties. Here are two examples I can easily come up with:Bone Ark ( Dawn of Sorrow) ~ A bone-pillar carried by two skeletons on a palanquin. (Found exclusively in the "Subterranean Hell" area) ^ On Normal difficulty, the Skeletons carrying the Bone Pillar move slowly and cause very little contact damage regardless of level/equipment. The Bone Pillar charges a dark energy-sphere ( 34 damage at most; if you're not underleveled) for approx. 3 seconds before firing it. It takes a full 4 seconds before beginning to charge another energy-sphere. ^ On Hard difficulty, the Skeletons move about as fast as normal Skeleton enemies, and cause at least 22 contact damage. The Bone Pillar takes less time to charge dark energy-spheres (slightly above 1 second) and, instead of one energy-sphere, it fires two at once in a V-arc; each will cause up to 78 damage per hit (if you don't have the Demon Mail equipped). Dullahan ( Portrait of Ruin) ~ Gigantic knight with a floating severed head. ( BOSS of the "City of Haze" painting) ^ On Normal, Dullahan spends a 2.5 second delay winding up his jump-attack, and only occasionally launches ground-spikes. If Jonathan & Charlotte are at least Level 11 with decent equipment, the damage of Dullahan's attacks aren't too much to worry about (unless you don't know how to dodge his homing attack). ^ On Hard? Dullahan's jump-attack prep is almost instant, he launches ground-spikes more often, and his " Ghost Chaser" homing attack is faster (On top of it being faster; the final shot always splits into four extra shots on Hard). If Jonathan isn't at least Level 8 or 9 by then (since he has a lower MIND stat than Charlotte), the Ghost Chaser might kill him instantly if it ever hits. _END of enemy examples_ - Igavania games (with the exception of SotN) usually limit the number of Potions [and Ethers] you can carry to 9 even on Normal. Other items are usually limited to that number, too. ^ Perhaps it can go this way for Bloodstained? Normal = 20 Potions max, Hard = 9 Potions max, & Nightmare = 5 Potions max. - Don't close the Shop on Nightmare difficulty; just make certain items slightly more expensive depending on the Difficulty chosen. Perhaps certain things can only be bought on Hard or Nightmare, as well. - Traps were definitely a thing in past Igavanias (such as spike-pits and iron maidens). I personally wouldn't be surprised if something like these are present in Bloodstained, and if they're more damaging on higher difficulties. - By "twice", do you mean a 2nd Form? That's actually typical of past games (with the possible exception of OoE). On higher difficulties, the Final Boss is sure to have a faster & slightly-changed attack pattern anyway. - "Enemies gain invulnerability to certain elements" <- Something like this was definitely present in SotN, at the very least. I'd actually like to see certain enemies (obviously not all enemies) gain specific immunities that they didn't have on Normal. For example: Let's say that the Light Elemental enemy is resistant to, but doesn't totally block, Holy-attribute damage on both Normal & Hard difficulties. On Nightmare difficulty, it finally gains total nullification against that specific elemental damage-type (if not outright absorbing the damage; healed by it).
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Galamoth
Ancient Legion
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Nov 26, 2017 23:50:39 GMT -6
(Edited for grammar errors)
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purifyweirdshard
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Post by purifyweirdshard on Nov 27, 2017 9:10:44 GMT -6
yeah I kind of like the idea of enemies absorbing the damage of certain otherwise very powerful weapons. The Crissaegrim, Claimh Solais etc would have been offset some if several late game enemies were resistant to their damage types. For that reason as it is, "Dark" damage types are generally not so great. It should probably be that way realistically anyway of course, but interesting concessions could be made for that in this case - perhaps using "dark" equipment passively buffs demon shard abilities as a whole. I digress though - I think we've got quite a few good ideas for Nightmare on the board and in design review. Croc also pointed this out way back, almost two and a half years ago, which is a good sign already: Huh. I was just looking through the campaign and in Update 21, where they were discussing the New Game Plus Mode, and they listed stuff off like: - Harder enemies, better stats, and new attack patterns
- The team hopes to implement some special enemies which may drop rare items
Glad to see they were already on the same page as many of us months ago <3
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Nov 27, 2017 12:33:31 GMT -6
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Sustained
New Blood
"All was had Til love it lost To brighten's fade On dingy ghost."
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Post by Sustained on Feb 27, 2018 22:54:28 GMT -6
My idea of nightmare difficulty for a game of this nature would be pretty simple.
Take a hit and you die.
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Post by mourningxsun on Feb 28, 2018 12:34:07 GMT -6
Since it's generally assumed that you'll have to beat the game to unlock Nightmare mode, one thing I'd like to see is a cheat code to unlock it from the start. We've unlocked cheat codes, so why not? I want the hardest challenge possible right off the bat. Really what I want is something comparable to Curse of Darkness's Crazy mode.
I don't want a hard mode that relies of limiting the player level. It's not fun from an RPG element standpoint, and it's not objectively challenging from a gameplay standpoint. Level limits just make the game harder through limitation, it doesn't actually make the game harder. I feel like most 'vania have fallen flat with their hard mode, and as mentioned above, the only one that got it "right" imo is CoD
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Galamoth
Ancient Legion
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Feb 28, 2018 18:56:17 GMT -6
Since it's generally assumed that you'll have to beat the game to unlock Nightmare mode, one thing I'd like to see is a cheat code to unlock it from the start. We've unlocked cheat codes, so why not? I want the hardest challenge possible right off the bat. Really what I want is something comparable to Curse of Darkness's Crazy mode. I don't want a hard mode that relies of limiting the player level. It's not fun from an RPG element standpoint, and it's not objectively challenging from a gameplay standpoint. Level limits just make the game harder through limitation, it doesn't actually make the game harder. I feel like most 'vania have fallen flat with their hard mode, and as mentioned above, the only one that got it "right" imo is CoD Technically, Curse of Darkness' Crazy Mode was locked behind completing the game once to unlock it, too. I've found that Hard Modes usually do much more than just limit your level (though, in all Igavanias before Portrait of Ruin, they didn't). All enemies definitely hit harder, certain attacks are modified, some are much faster, and enemies that are [normally] from later points in the game can appear earlier. I'm not sure that there'll be a default Level-limit for Bloodstained's Hard/Nightmare Modes. Only that they might be options.
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Post by mourningxsun on Feb 28, 2018 19:07:10 GMT -6
"Technically, Curse of Darkness' Crazy Mode was locked behind completing the game once to unlock it, too."
Correct you are, but it forced you to start a brand new game to play it. What is *most likely* going to happen based off of previous games is that Nightmare mode will unlock, and then you can just transfer your leveled and geared Miriam right over. I waxed on this a bit in another thread, but as somebody who lacks the self discipline to just reset and start a brand new character in a game that will encourage keeping the same character, I'd rather just start things off as hard as possible.
"I've found that Hard Modes usually do much more than just limit your level (though, in all Igavanias before Portrait of Ruin, they didn't). All enemies definitely hit harder, certain attacks are modified, some are much faster, and enemies that are [normally] from later points in the game can appear earlier."
Compared to other series, hard mode *really* didn't do all that much in 'vanias
Harmony of Despair is just buffed enemy stats.
Aria of Sorrow again, just buffs enemy stats. Also there are like three or four top end items scattered throughout too.
Dawn of Sorrow give enemy buffs again. A couple move faster now, and zombies can poison. Bosses seem to attack more too but nothing really groundbreaking
Portrait of Ruin does the same thing as DoS except now with the really unfun level cap mechanic. Bonus points because you can't even play hard mode without a level cap.
Order of Ecclesia finally did something interesting and added new enemy spawn locations, but it's painfully underutilized. Otherwise same as PoR but at least you unlock level 255 hard mode if you beat the no level hard mode.
I'm just saying, the meat and potatoes of hard modes in 'vanias just boil down to tougher enemies. I prefer the truck load of meat and potatoes that CoD offered compared to the rather meager offerings of other ones if you get what I mean.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Feb 28, 2018 21:24:34 GMT -6
Harmony of Despair is just buffed enemy stats. In all fairness, I'd hesitate to call that an "Igavania", despite it being directed by Igarashi. It simply doesn't have all the usual gameplay mechanics. Unless you actually mean Harmony of Dissonance.
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Post by mourningxsun on Feb 28, 2018 21:57:42 GMT -6
"Unless you actually mean Harmony of Dissonance."
Yeah, meant Dissonance. Now that you mention it though Harmony of Despair did have a rather robust hard mode in comparison.
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