cruel
Prophet
- Joined
- Sep 17, 2014
- Messages
- 1,044
That is true, the game is getting better with every patch. I didn't have a crash to the desktop in a while now, enemies (and player character as well) are less likely to get stuck in the environment, and invasions started to actually happen for some reason. I also feel that drop rate of useful stuff was improved as well.
As for design decisions that I don't like, if I were to list them in order:
1. Enemy (zombies) spawn rate in Umbral - ridiculous. At times it converts the game to hack & slash instead of a Souls-like, contributes nothing to the experience other than tedium, and makes me hate Umbral for all the wrong reasons (tedium != danger). The game would only gain if the spawn rate got reduced to 1/5 of current value, or at least controlled in some way via consumables or equipment.
2. Over-reliance on ranged enemies. They probably needed to do it because regular melee enemies are not dangerous enough (you can easily stagger most), but it just gets old too fast. I met WAY too many pilgrim guys throwing balls at me at this point.
3. Not enough challenging Elite enemy encounters. This related to this 'skill based difficulty' I've mentioned - it's quite rate to have a really difficult non-boss enemy. There are small exceptions: first encounter with Cage-head in Pilgrim's Perch; tanky knight on the hidden path in Umbral in Forsaken Fen; group of knights guarding the Justice sword, but that's about it. All 3 encounters I mentioned right now were actually fun and challenging in a good way, but this feels sort-of rare. It's much more common to have a standard scenario of archer + 2 guys / dogs + someone else, which is more about crowd control than combat skill in my opinion.
4. (minor) I'm not sure if repeating former bosses as a regular enemy few minutes after fighting a boss was a good idea. At least they could have waited a little bit longer, I couldn't believe when I saw infernal enchantress waiting for me so soon after beating her as a boss. Strange.
But, as I said, I don't hate the game any more and will probably finish it.
As for design decisions that I don't like, if I were to list them in order:
1. Enemy (zombies) spawn rate in Umbral - ridiculous. At times it converts the game to hack & slash instead of a Souls-like, contributes nothing to the experience other than tedium, and makes me hate Umbral for all the wrong reasons (tedium != danger). The game would only gain if the spawn rate got reduced to 1/5 of current value, or at least controlled in some way via consumables or equipment.
2. Over-reliance on ranged enemies. They probably needed to do it because regular melee enemies are not dangerous enough (you can easily stagger most), but it just gets old too fast. I met WAY too many pilgrim guys throwing balls at me at this point.
3. Not enough challenging Elite enemy encounters. This related to this 'skill based difficulty' I've mentioned - it's quite rate to have a really difficult non-boss enemy. There are small exceptions: first encounter with Cage-head in Pilgrim's Perch; tanky knight on the hidden path in Umbral in Forsaken Fen; group of knights guarding the Justice sword, but that's about it. All 3 encounters I mentioned right now were actually fun and challenging in a good way, but this feels sort-of rare. It's much more common to have a standard scenario of archer + 2 guys / dogs + someone else, which is more about crowd control than combat skill in my opinion.
4. (minor) I'm not sure if repeating former bosses as a regular enemy few minutes after fighting a boss was a good idea. At least they could have waited a little bit longer, I couldn't believe when I saw infernal enchantress waiting for me so soon after beating her as a boss. Strange.
But, as I said, I don't hate the game any more and will probably finish it.