No seriously, DON’T CARE what people who are obsessed with obtaining advertised powers think of the game. They’ll adapt like everyone else did before
It’s a game, not a boutique, don’t care how “self-full” people who are obsessed with rewards all the time think of themselves (it’s never enough, and never will)… IN FACT it’s the reverse:
The more rewards given, the more will lack
Don’t care about people’s ego at all. MAKE THE GAME work
Don’t serve me some “overtried” meal, let mobs have a life of their own, let them “not care” about player’s issues, give them identity, how far we get and how we get there, none of anyone’s concern
That “reward first” or reward-driven mentality has completely destroyed not just the game but even the genre overall
MAKE THE GAME work. Balance it out, and spread-out challenge evolution, don’t care about rewards
Fix it ?
It’s no rocket science to balance some numbers out. The problem is they’re so obsessed at selling us the “new shiny object in town” and selling us FOMO while the whole game before that but a near ghost-town in all phases as much as possible before
Fix the damn game, higher levels should get harder and harder (not easier), and fix balance so it properly works
Considering the kind of grindy games are popular these days, it seems exactly what the “kids” want. Especially if they can swipe their parents credit card at it.
While nobody will claim it is easy, it also isn’t exactly impossible. The Souls games have generally shown how to make games that are not super difficult, but still offer people a sense of challenge that they might overcome. No matter how “new” or “casual” they might be.
In general, it tends to boil down to: Don’t handhold the players. Let them learn on their own. Expect them to be capable of learning, don’t let them get a free pass if they fail.
Uhm. Souls is the opposite of oneshot design, pretty much nothing oneshots unless you are wildly underleveled/specced.
And yeah, onshotting does not work for Diablo either. I wish Blizzard would understand that too.
That is another area where they should learn from Souls. Potion/healing design is another, related, one.
When players have effectively unlimited, instant healing, you end up with oneshotting as the only way to threaten the player. Both systems need to be fixed together.
That design choice is particularly annoying for console players, because I, for example, really struggle with dodging the skulls, because if only 1 hits, it’s an immediate oneshot, and since I don’t click, my movement is simply not as precise as it needs to be. Joystick is just way too rough movement, if they want these types of hitboxes on oneshot mechanics. If the game was PC-only, I wouldn’t really mind, but with joystick this is very bad.
I don’t wanna be rude, but it was a very very stupid idea by them to not make movement on PC wasd
My thing is the mechanics for Uber Lillith and the Glacial Dungeon Boss dude (Forget his name) There are 75,000 colors going off then they put a translucent bar on the ground and I can barely see it. Outside the ring is an instant death and I get one dodge. My lightning orb friend just teleports back in like its nothing and now I want a little Jah-Ith-Ber action.
I stand corrected. I read he first half of the third paragraph and misunderstood the context.
Sorry. I was going to delete my previous post but I feel I should leave it up to remind me to finish the whole post before jumping to conclusions like a dummy.