Edge of eternity crystal needle1/15/2024 Reduce their DMG OR make them slower OR let them have less HP with some limits to their ability usage. Get back the initial nightmare balancing for enemies and change the AI of thos flying ♥♥♥♥♥. Why not putting just one fixing point into it? The stats are fixed relative to the rarity OR the rarity is fixed, some stats too (so that we won't get "unusable" gear) and have some stats randomized. Sure, the amount of grind was silly for pure RNG stats and rarity, but fixed stats and rarity is also not an option. I don't agree with the current changes of crafting. Making all enemies easier + having more power is an increadible jump and reduces the difficulty way more than it should be. and of course the changes to the mentioned fights. One, that affects ALL enemies and one that affects our power. The big problem with the current patch is, it's a double balancing patch. If Selene pokes them once after beeing hit by Dayron, it's enough. Enemies, that were certain two shots yesterday (already a joke for nightmare) are now almost a one-shot. Two(three) battles that are outliers but here we got a change, that also affects the rest. It's nightmare after all and if I'm not paying attention, then it's my fault.īut I agree, the past balancing patches are no good. If you run into them without preemptive strike, well good luck. They have more HP and deal more DMG than most other mobs. Those are still the only dangerous enemies. And because this enemie type is later your usual trash mob, I'm certain that it's a bad enemie design. So my conclusion after beating it pre-nerf and beeing further in, this whole part is a big outlier. Compared to the rest of the game it's still an outlier, but atleast you don't need that much RNG for that fight. So if he gets attacked or dies, it's the better outcome. Dayron alone can't beat them as a close combat fighter. They move next to Selen? She is dead once they move again. They move to the wrong tile and Selene can't reach them? Hope they don't cast overwatch and be fast. Without good RNG, you can't win this fight. And what makes this even more ridiculous? You only fight this story fight with your close combat fighter. Then they would be an dangerous annoyence and not more OP than most bosses. I wouldn't mind this combination, if the health and dmg would be low. An enemy, that is increadible fast and outpace you even with hast and speed crystal, has a chunky amount of health, so that it is not a one shot, moves always away and can deal dmg while it moves and was adjacent to your field, has an overwatch, that mowes you down when you wanna get closer again and has a fast cast ability, that interrupts and stuns you, is one of the worst combination for a trash enemie I saw in recent games. It's the enemy type that has a bad design. They drop after that point.Īnd now the question: Is there any similar situation somewhere else in the game, that comes close to this? Load the save before the point of no return which is a few hours ago? Well, maybe for some gear (with the current crafting changes) and consumables. Maybe you get one or two better drops, but this also won't change much.Ĭonsumables? Well, if you have stuff, sure. Point of no return and no crafting station or Traders. Merging is not an option for the same reason why better equipment is not an option. At this point, you should be loaded with the current available crystals. Maybe we can do something here? Well, also no. 3 or 4 more levels would probably take longer than finishing the entire game. First of, 1 or 2 more level won't change anything and second, due the dimishing return from low level mobs, it would take hours and hours. So you can't go back and change your setup. Those fights are almost at the same spot of your progression.įirst of, this story segment is a little different from the rest. The second one is a story fight: Myrna and one flying robot and if we include the third one The two bountyhunter Derek and Galeth(?), it's also a story fight. One fight is optional: Side quest with three flying robots. It's screaming, that something is wrong here. But no, after that, the game is as "easy" as it was before those two(three) fights untill the end. If it would be a wall, we would see something like this again. But those two(three) fights are the only (!) fights in the entire game, that are ridiculous hard. RNG alone doesn't make it to a bad design. If you don't get the good RNG you are dead. There are two or three fights in the game, that are only beatable with good RNG. Why is it a bad design and not "whining"? Here is the answer: If it is intended, then it's just a bad design in general. But what you think of beeing intended can't be intended.
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