garren
Arcane
I really don't like dashing mechanics in FPS games, it makes the game too easy, you don't really have to think about the positioning of your character at all, you see shit coming your way and just dash away.
Same, I hate it. There's nothing wrong with the mechanic per se but the way it's used in these games feels so damn artificial, like its sole purpose is that it's some sort of lame ass compromise between controller and keyboard + mouse capabilities, to make them feel faster paced than they are. Shit sucks for me because it takes total control away from the player and forces some boring ass, limited playstyle.I really don't like dashing mechanics in FPS games
Can You Customize Your Witchfire Character? No, you cannot customize your Witchfire character's appearance or clothing.
that's why there should be a significant cooldown between dashes, to make classic dodging/positioning still relevant too.I really don't like dashing mechanics in FPS games, it makes the game too easy, you don't really have to think about the positioning of your character at all, you see shit coming your way and just dash away.
But dashing consumes stamina, you can't just spam it. And I don't see how maxing the Endurance stat makes a significative difference. I find myself just moving to prevent attacks (which are so telegraphed and gives you a generous action window) and saving dashing for true emergencies.that's why there should be a significant cooldown between dashes, to make classic dodging/positioning still relevant too.I really don't like dashing mechanics in FPS games, it makes the game too easy, you don't really have to think about the positioning of your character at all, you see shit coming your way and just dash away.
But...if you're saying Doom Eternal is too easy, then the game itself refutes you. It is most definitely not an easy game. In fact it is the only game to genuinely best me in years (Super Gore nest Master Level nightmare difficulty).
Does leveling up really makes a difference? I didn't play that much but I didn't feel like the stats made a difference. Except luck, and that could be just a placebo effect.I'm starting to enjoy it. Just have managed to clear the map, surviving two calamities.
Worst part of the game is the autoleveling of enemies, as it was happening faster than I was gitting good and leveling my gear.
But autoleveling stopped at character level 30 or so, and now I have finally caught up.
Currently only enemies that I still could not figure is shield guys. Game heavily insist that you should aim at head, and they have it covered.
Longer HP and stamina bars really felt. Not sure about the other stats.Does leveling up really makes a difference? I didn't play that much but I didn't feel like the stats made a difference. Except luck, and that could be just a placebo effect.
Seven New Things Coming Soon to Witchfire
Sort of a preview of the GGU patch notes
The last thing we said about the GGU — Witchfire’s first big update — was:
I mean, let’s be honest, it’s going to be March rather than February, but it looks like that’s it. Still, despite setting the month, even our biggest fans are beginning to be impatient:We are now targeting February, possibly March.
We get it. After all, when the GGU releases, that will be half a year since the Early Access premiere. That is a lot. It’s not like we’ve spent six months making the GGU, as the first two months post-release were dedicated to patching and smaller improvements, but still, from the player’s perspective, it’s a long wait.
As I said, we get it, and we owe you, so in this post let me satisfy some of that hunger by offering a bit more precise list of things to expect from the GGU.
I don’t want to spoil too much or list everything, but here’s the list of the seven most important changes and updates that the GGU will bring:
Player classes
Souls-style classes, meaning they give you a head start in certain stats or gear, but ultimately you will be able to achieve the same desired build with any of the classes. Some starting gear we are adding is brand new and should be a good choice for the first or fresh GGU playthrough. We’re also adding a class for the fearless preyers who want to bleed through sweat and pain in these opening hours.
Redesigned Calamity system
I’ve written before about how we are redesigning the Calamity system. I playtested the new version myself and can confirm it is much better. On top of the new system, we are adding three new Calamities. We are also redesigning a certain old one. Let’s say that when time slows down, enemy projectiles now slow down as well.
New feature: Gnosis
More details in this blog post, but in short, leveling up now does not affect the difficulty. Yes, you can now overlevel if that is your tactic. You will not be able to overlevel to insane values, as sooner or later farming witchfire in easier areas will stop being that effective. But still, it’s an option now.
On the other hand, increasing Gnosis — and thus the difficulty — earlier than anticipated offers a boost in witchfire earnings, as new enemies and traps enter the play. The choice is yours.
Gnosis is not just for difficulty, though. The world’s secrets open up the higher your understanding of all things occult.
NPC vendor / shop with unique items
It’s happening.
Witch Vaults
We have expanded existing levels with a new special/secret area per level, with the most challenging combat we’ve ever done. Preyers, Witch Vaults are now accessible for raiding.
Well, soon…
Get in, steal the goods, get out. None of these things are going to be easy. Actually, the Vaults, as optional content, are insanely difficult. You will have to gear up and be able to use everything you have in the most efficient way.
New things:
This is some of the best content we’ve done. As I said before, the GGU is now in the production phase, so I am able to play a lot of it in a decent state. The new weapons are addicting. You know our philosophy: we’re not making weapons that are the same, just with different stats. Our weapons significantly differ from one another. In result, a new weapon means a new playstyle and fresh experience, and that’s what I’m getting. And I’m not even playing with the new spells and magical items yet…
- Five new weapons, including one new Demonic Weapon
- Four new spells and four redesigned spells
- Seven new magical items (fetishes, rings, relics)
- Ten new enemies (some 100% new, some variations of existing enemies)
- Five new events
- Six new traps
- Three new Calamities
This is fairly obvious and standard, but still, a much demanded feature even this early into Early Access. You will be able to keep multiple saves or share the game with someone else and have them use their own save slot.
Profiles / Save slots
To recap, March looks good, but as always, it’s done when it’s done. We are advanced enough with the development for me to share the above preview of things to come, so fingers crossed nothing changes. Meanwhile, if the wait is too hard, I can only repeat what the guy said:
This is not me being cheeky or anything. I’m sure your backlog is as long as mine, and maybe now’s a good time to play some of it. Unless you’re one of the Helldivers addicts, like some of The Astronauts… *cough* Karol *cough*
Till next time!
Question of the Week
Yeah, agreed. But — the invisible walls in Hermitorium are there to block off some unfinished areas, not to protect your spine. We will remove them closer to final release.
Sprint should be unlimited, but have a short delay on startup, kill your handling (worse turning etc.), and prevent shooting (at least with any kind of accuracy). Doing this keeps the player mobile and encourages close range fights, but stops things from being dependent on quick dodging everything.I really don't like dashing mechanics in FPS games, it makes the game too easy, you don't really have to think about the positioning of your character at all, you see shit coming your way and just dash away.