![]() ![]() I think if you could get feeback from more players and make some tweaks it could, at least for me, be a good contender with the likes of Salt and Sanctuary. Thats just an example that came to mind because I found myself using it due to its uniqueness. Its melee damage is already not quite as great as the other melee weapons, maybe make it scale off dex so someone could be tempted to leave strength low to get the most out of it, even though it would make them weaker with most other weaponry. One good candidate would be the blade bow. There was at least one ranged weapon I think that scales off strength though, was it the javelins? Let each one still have its specialty that its really good for but give a weaker option in the other slot. Like there aren't any melee weapons that scale off of only focus, or that scale off dexterity for damage. Every stat is needed for just about everything. ![]() Lastly, while I am not one for having tons of stats for the sake of it, with how much each stat effected it really felt like you are discouraged from any sort of specialization. Like raising physical damage only raises the primary weapons physical damage, at least according to the stat sheet. Some wording didn't feel like it matched the effects. I didnt test it much but it felt like increasing a magic damage did not do so for the weapons that deal that damage type, please correct me here if I am wrong. The ones that have a small % increase to their damage type are fine because that does it for them, but for the rest its a try and see. Weapons with a type of magic damage need some sort of indicator on the stats panel for the weapon of which damage type they deal. So even if I wanted to focus on strength based items like greataxes or greathammers, dexterity and focus were too important not to raise to at least 20 each. It became more efficient to level everything just to keep the build from feeling weak, because more energy meant more crossbow bolts and more dexterity meant more stamina. The highest break points to use things were at about the same point that investing in the stat gave very little increases. This ties back into stat scaling on gear. While I do like being able to use all weapons, armor, and spells by the end of the game, I feel almost like that decision was made for us. After I had the minimum stats to use the weapons I wanted, those stat rings became completely useless. Others like Umbra increase, stat boosters, and a couple others I cant think of off the top of my head could maybe increase a little better. Most rings are fine though, at least some of the percent ones like the damage or crit boosts. Health at least also comes with the benefit of making potions better. But when a +7 weapon only gains one or two points of damage from an increase to strength or focus, it doesnt feel as rewarding as a slight increase to health. They could use a scaling bump, for incentive to do something other than just start focusing on health to avoid simple mistakes causing death. Enemy scaling and such actually feels mostly good, but so far weapon and armor upgrades feel weak compared to what they got hitting +5. New Game Plus needs a bit more work I think. ![]() Even if it just cosmetically looks like what they had and if a weapon with the same type and element already exists maybe alter the scaling to give a little build variety. Doesn't have to be better than everything else that exists, but at least give something. Dark Nemesis, the final watcher, and the final boss all had one thing in common: no weapon or armor or ring or anything special really as some sort of reward. There are a couple of secret bosses, and while I cannot say anything about one of them because I missed it on my first playthrough, I can say that after a couple of the major boss fights I did not feel like my effort was rewarded. I do not know how, but there needs to be a little more incentive to aim for those perfect dodges, maybe make it something useful against those bosses that you really should be dodging rather than blocking.Īnother point is the sometimes lack of feeling rewarded. The first is that once used to it, I felt shoehorned into having to perfect block bosses to be able to win, because more often than not dodging would just put me out of reach of striking them before they turned around to hit me and perfect dodges only returned some stamina. On that note however, there are some things that I think could use improvement. Of course it matters that I am only one person, so these are just some of my thoughts.Ĭombat is mostly great, if it wasn't I would not have seen it through to the end. After having beaten the game, I have some thoughts on things that I as a player think could be improved. ![]()
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