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Post by akumamoto on Aug 1, 2019 19:56:10 GMT -6
I fail to see why people are mad about the nerfs and then whine and say they will stop playing the game or let it sit for a long time until they see a patch they like. This game is pretty easy, but enjoyably easy with a lot of smaller things to accomplish for varying self completion rates. You can easily out level the story progress to where you need no strategy. If you're not good at playing video games in general or are just trying to work the story only in a game that offers all these flexibilities of obtaining power, then you are trying to challenge yourself more. If you're going to challenge yourself more, don't complain about it. That's your own fault. These update changes are very minor to beating the game. Boss patterns are easy to figure out with a variety of ways to dodge them with many different play styles. I did not use shards until after beating the game aside from one weapon shard. Now I go around playing with them and test them out. Aside from story specific sections requiring a shard, I did not use shards except for the one weapon shard. How on Earth at that point is the game broken from a minor shard nerf? It's not.
I'm a video game collector of over 2,200 physical video games from 1978 to present and I'm surprised at the different ways one can power themselves up in the game. I beat the game not knowing the full extent of the passive shards. Once I feel I've 100% what I wanted in Normal Mode, I'll go over to Nightmare mode but with all these power upgrades at your fingertips, my friend is on par with my game save and tried out Nightmare and was crushing it. My friend plays the Switch version and I play the PS4 version. When he visits, I set up 2 TVs in the same room and we play on the screens side by side showing each other map locations, etc, that we've missed. No game is ever perfect but the whining about the updates is just sad on the player's end. Yes, we've waited a long time for the game, and yes, we want more, but you're taking for granted all the things brought in. If you want to play a good example of how not to make a leveling up game or a loot table game, then go play Dragon Marked for Death for Switch. Bloodstained has amazing balance in it already to let you enjoy an incredible amount of play styles. You can essentially become a God in the game if you've invested yourself enough.
One of the things that impresses me are the updates we get notified about and with the information given on it. Most groups don't go to this extent of communication to tell you current and future things and how things are progressing. The game is playable on all systems as of the very first update patch. I would like to thank everyone who invested into the game. What we're doing is paving a road that will one day have more traffic and eventually the roads will get updated. "More" is something you must have patience for. I think Iga is doing a superb job. I invested into this game knowing what to expect on release as did my friend who has played more of Iga's previously worked on titles, well, except for the co-op and when my other backer stuff gets to me, but all that aside, I'm happy about my backing. It also means later into the future once the engines for each game platform have matured in full, having another game title within the series will be easier to produce and focus can be done at a different level.
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Post by EBBenjy on Aug 1, 2019 20:00:12 GMT -6
A lot of people are going crazy here. I was against the nerfs initially, but these numbers don't seem too terrible. If it leads to a better-balanced experience, then sure. I can understand it.
I kind of feel bad for making some knee-jerk posts hating on the nerfs when they were first announced. I'm sure the development team just want to get the numbers just right to make the experience of a single playthrough better for most people.
The biggest problem with this is the fact that we've already had the time to get used to the existing version, and that the nerfs are our first Switch patch, and not the actual optimisation fixes that were promised. The actual number changes aren't what's making people mad, for the most part.
I am a bit disappointed that Valefar's HP was capped, because that is an extremely significant change that DOES impact the game experience in a major way. And jank like that is just silly fun.
I kind of wish we could get information about what the other boss changes actually are, too.
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Post by Ciel on Aug 1, 2019 20:25:02 GMT -6
Well at this point I already made my opinion about the nerfs way too clear, but I just want yet again to comment about something just to make it clearer: Technique Buffs are welcome as they were completely overshadowed by even the most basic shards. While I'm not against buffing things (be it the player or enemies), be aware that this is your opinion. I personally spent half the game spamming Jinrai for how strong and fun to use it is. I had a blast using it to my heart's content and not even once I felt I was missing out on"more powerful" shards or techniques. Hell it made some bosses trivial like that one in the desert area. So, to me, your statement makes no sense.
That's why I'm against nerfing things in this game, be them smaller or bigger in changes. Given how many tools are available to the player, and how different they are, the player is going to pick up what fits best for him and call it a day. You can't objectively judge a shard or technique to be bad based on your playstyle only. They all offer completely different gameplay mechanics and you're free to choose whichever you want for they are all powerful enough to bulldozer through the game without any problems. How, then, are you going to make the decision of which shards should you nerf when it's impossible to objectively point out which of them are way too strong?
And about the nerfs itself, just as expected they are all minor and I'm pretty sure that none of them is enough to make the player change his mind of which shard to use. I bet that people are going to still use Welcome Company after the patch. It then begs the question: what has this patch accomplished, but annoy the players who use those shards and enrage half of the game's community?
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Post by DSLevantine on Aug 1, 2019 21:17:13 GMT -6
Well at this point I already made my opinion about the nerfs way too clear, but I just want yet again to comment about something just to make it clearer: Technique Buffs are welcome as they were completely overshadowed by even the most basic shards. While I'm not against buffing things (be it the player or enemies), be aware that this is your opinion. I personally spent half the game spamming Jinrai for how strong and fun to use it is. I had a blast using it to my heart's content and not even once I felt I was missing out on"more powerful" shards or techniques. Hell it made some bosses trivial like that one in the desert area. So, to me, your statement makes no sense.
That's why I'm against nerfing things in this game, be them smaller or bigger in changes. Given how many tools are available to the player, and how different they are, the player is going to pick up what fits best for him and call it a day. You can't objectively judge a shard or technique to be bad based on your playstyle only. They all offer completely different gameplay mechanics and you're free to choose whichever you want for they are all powerful enough to bulldozer through the game without any problems. How, then, are you going to make the decision of which shards should you nerf when it's impossible to objectively point out which of them are way too strong?
And about the nerfs itself, just as expected they are all minor and I'm pretty sure that none of them is enough to make the player change his mind of which shard to use. I bet that people are going to still use Welcome Company after the patch. It then begs the question: what has this patch accomplished, but annoy the players who use those shards and enrage half of the game's community?
Exactly this. They nerf A to make B looks more attractive. It's like beating up Grade A student to make Grade B student looks better.
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Post by lai on Aug 1, 2019 21:22:41 GMT -6
Technique Buffs are welcome as they were completely overshadowed by even the most basic shards. While I'm not against buffing things (be it the player or enemies), be aware that this is your opinion. I personally spent half the game spamming Jinrai for how strong and fun to use it is. I had a blast using it to my heart's content and not even once I felt I was missing out on"more powerful" shards or techniques. Hell it made some bosses trivial like that one in the desert area. So, to me, your statement makes no sense.
I shouldn't have made a blanket statement like that and I have edited that post accordingly. Jinrai is more the exception than the rule (the parries are as well, at least in my experience) and I should have specified that most techniques feel/are numerically inferior to shards barring a few exceptions.
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Post by Ciel on Aug 1, 2019 22:16:16 GMT -6
While I'm not against buffing things (be it the player or enemies), be aware that this is your opinion. I personally spent half the game spamming Jinrai for how strong and fun to use it is. I had a blast using it to my heart's content and not even once I felt I was missing out on"more powerful" shards or techniques. Hell it made some bosses trivial like that one in the desert area. So, to me, your statement makes no sense.
I shouldn't have made a blanket statement like that and I have edited that post accordingly. Jinrai is more the exception than the rule (the parries are as well, at least in my experience) and I should have specified that most techniques feel/are numerically inferior to shards barring a few exceptions. I wasn't criticizing you specifically, sorry if it sounded that way. It was in a broader sense because these past weeks I've seen a lot of people dismissing the other shards as trash/useless when in reality they aren't, at least in my experience.
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Post by lai on Aug 1, 2019 23:07:11 GMT -6
I shouldn't have made a blanket statement like that and I have edited that post accordingly. Jinrai is more the exception than the rule (the parries are as well, at least in my experience) and I should have specified that most techniques feel/are numerically inferior to shards barring a few exceptions. I wasn't criticizing you specifically, sorry if it sounded that way. It was in a broader sense because these past weeks I've seen a lot of people dismissing the other shards as trash/useless when in reality they aren't, at least in my experience. It's fine, I know you weren't criticizing me. I was criticizing myself for making a mistake I shouldn't have.
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Post by ysyxwy on Aug 2, 2019 1:12:10 GMT -6
I have a steam version of bloodstains,and I frequently encountered game crashes (almost have one crash in every 10 minutes play)during play - not only during check the bookshelf ,but also while walking, jumping . I am so furies that I can't enjoy the game at all. Can you fix this bug in the coming patch? I'm pretty certain this is not my PC's problem .and my PC is powerful enough to run this game (9900k+2080ti)
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Post by lonslaughtl on Aug 2, 2019 3:16:07 GMT -6
I have a steam version of bloodstains,and I frequently encountered game crashes (almost have one crash in every 10 minutes play)during play - not only during check the bookshelf ,but also while walking, jumping . I am so furies that I can't enjoy the game at all. Can you fix this bug in the coming patch? I'm pretty certain this is not my PC's problem .and my PC is powerful enough to run this game (9900k+2080ti) can't confirm.
i am running this game on a potato pc and i only get headless miriam bug once in a while.
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Post by dajare on Aug 2, 2019 7:00:22 GMT -6
Guys on this thread be like
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Post by firebrand20 on Aug 2, 2019 9:45:29 GMT -6
I don't normally join forums nor express my opinion outside of my group of friends or profession but I felt the need to chime in on this subject. Why?
Bloodstained surpassed all of my expectations, because believe me I was ready to write it off after the demo. Kudos for really turning it around into something with staying power! My only hope is that you fix some of the game changing bugs and leave the rest to history.
Great games leave a lasting impression, they keep us coming back to them long after their intended shelf life. Nostalgia has shaped the video game landscape and super charged fandom but I fear the almighty software update is eroding it. The industry is taking full advantage of nostalgia yet it seems completely oblivious to it at the same time. Coming in weeks, months, years, after the fact to tune a single player game threatens nostalgia as a whole, especially now that fans/consumers don't actually have a choice in the matter. Yeah sure you can turn off your auto updates but that is a rather weak solution to the problem. Go ask Star Wars fans what they think of the special releases. What it comes down to in the end is nostalgia/fandom/experience. I want to relive the game as it was when I fell in love with it. That is the reason I keep coming back to games like Symphony of the Night year after year.
SoTN is a good example of a game I come back to every other year or so and when I do 8 times out of 10 I'm rerunning with my favorite load out. Cover your ears now... My favorite load out contains the crissaegrim. Every once in awhile I do run the game with all new gear but predominately I don't because I am trying to work through an ever growing list of nostalgic games I play every few year and just don't have the time try something new. Having sunk nearly 40 hours into my first Bloodstained run I feel like it is a game that has the potential to keep calling me back. It could join that growing list of games I love playing (but don't always have time to play each and every year), but change it too much and I won't want to come back year after year. It will sit on the shelf and gather dust with the rest of my collection. My fandom won't be super charged and when I talk it about it with friends the conversation will end up being more along the lines of, "remember how awesome that game was? sucks they over balanced it into the ground". Not saying this one patch has ruined the game for me, just really hoping this emerging pattern doesn't get too out of hand. I would like some semblance of my experience intact when next I return.
In the end I get it. As an ex professional artist, a professional software engineer, and a perfectionist I see both sides of the story. I know you only want to put your best work out there but it is tough to know when to stop. Artist can overwork their masterpieces, devs can over architect their software and now game devs can over balance their games. In the end people create because they love to create and because they love to see others enjoying their work. I would love to architect the perfect software but you can't and you can't successfully dictate how others use your software however hard you try. Our experiences as consumers are our own, nobody can and should want to change that. It is a personal experience. In the end, if I want to pick up Bloodstained next year and speed run through with an unbalanced Rhava Velar and Welcome Company that is my prerogative.
What is the best of both worlds? If consoles distributed versions like source/version control. Consumers could get their favorite version whenever they wanted and designers could still tinker with their creations. In the end a super fan is going to download and play all versions because they want to immerse themselves in the work, others may not and personally I think that is ok.
Will I be sad if Bloodstained is so different in a year that I can't truly relive my experiences to date? Yes, can I stop it? No. Just hoping the team takes their great ideas and applies them to the sequel and leaves me with something I can relive and replay.
Thanks for reading. PS: if this is a duplicate post sorry, something seems to have eaten my original reply
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Post by Deleted on Aug 2, 2019 11:26:02 GMT -6
Nerfing stuff in a single player game. The year is 2019...
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Post by anonthemouse on Aug 2, 2019 14:12:33 GMT -6
First of all, just to play Devil's Advocate, because it's what I do, I'd like to remind everyone of something. Bloodstained: Ritual of the Night is not, and has never been, a single-player game. Multiplayer was announced during the Kickstarter. It hasn't been implemented yet, but it's a known feature. Multiplayer is coming, in at least one mode, and possibly multiple. That's confirmed to be a part of the 13 free DLC.
That said, I've not noticed any major balance issues that would warrant sweeping changes to the game. I worry about "fixing" the fun out. As a cook, I know what trying too hard to correct the seasoning can do. As someone with a background in both game design and writing, I know that there's a point where you need to say, "This is done. I am not working on this any more."
Finally, as for all the people complaining about people complaining, using terms like "whining" and "butthurt"...what's got you so butthurt? People who are having fun and now hear that their fun is considered something to be "fixed" have a right to complain. Possibly more right than people who aren't having fun because they refuse to use a solution that already exists.
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Post by exile on Aug 2, 2019 14:20:45 GMT -6
First of all, just to play Devil's Advocate, because it's what I do, I'd like to remind everyone of something. Bloodstained: Ritual of the Night is not, and has never been, a single-player game. Multiplayer was announced during the Kickstarter. It hasn't been implemented yet, but it's a known feature. Multiplayer is coming, in at least one mode, and possibly multiple. That's confirmed to be a part of the 13 free DLC. That said, I've not noticed any major balance issues that would warrant sweeping changes to the game. I worry about "fixing" the fun out. As a cook, I know what trying too hard to correct the seasoning can do. As someone with a background in both game design and writing, I know that there's a point where you need to say, "This is done. I am not working on this any more." Finally, as for all the people complaining about people complaining, using terms like "whining" and "butthurt"...what's got you so butthurt? People who are having fun and now hear that their fun is considered something to be "fixed" have a right to complain. Possibly more right than people who aren't having fun because they refuse to use a solution that already exists. I think we can be friends.
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Post by elnidfse on Aug 2, 2019 15:27:01 GMT -6
Dullahan heads getting nerfed was a long time coming. With the amount of power you get from grade they crushed Nightmare in half and you had to sell duplicates to maintain a semblance of what they probably intended when they created that familiar. Same with Welcome Company. Fun skills but they were ridiculous. Now they'll be fun and I won't feel nearly as awful for leaning on them. On the topic of nerfing A so B looks better. It's more the case of nerfing A so people even know B exists. People will still use Welcome company because it's still strong. I'll still be using the Riga's because their properties are what makes them strong, not their level of damage.
Versioning is a neat idea I've seen pitched and if the game is even built with the capability to support that I'm all for it. 4A was certainly a better game with the ability to pick and choose. But in the topic of buffs vs nerfs, it's inarguable that the current balancing of spells and some weapons are busted in a very obvious way. In any game I've ever played the arguments against Nerfs are always the same. "Just buff the alternatives." I've never subscribed to that. Especially so in a single player game. You take a problem that could easily be fixed "x aren't balanced against each other" and assuage that by removing even more options for people who like to have a "normal" gameplay experience. I won't be telling people that their method of having fun is wrong. FFT is great fun and most of that fun comes from the fact that you can make unstoppable killing machines from the very first chapter and that it has no idea of what the phrase "balance" even means. But at the same time, if versioning is not an option, I'd rather have parity towards "normal" as opposed to slowly losing more options to even engage with in a normal run as they buff everything else to avoid offending people who like walking about as a super powered killing machine. Which you will still be able to do.
To speak from me personally. I welcome any change that will bring the game closer to what they original envisioned. Buffs and nerfs. Because I feel it will be better for it. Riga Storaema was my go to shard. Even on my technique primarily Nightmare runs I will still make and slot it. It costs nothing to use. Has an absolutely ludicrous range. Is relatively easy to farm to max grade, is relatively easier to max rank, and just deletes entire rooms. It deletes bosses. It deletes everything. The dragons both fall over to it. It's outrageous in strength, requires no aiming, and adjusts to terrain. It hits multiple times, deletes projectiles, reaches far enough up to cleave flying hazards like bats and dullahan heads and there's a total of 1.1 whole zones in the game where it's not the preferable option. Why in the world would anybody even consider Thrashing Tentacle or Draconic Rage when that costs 6 times as much for not even a quarter of the damage. It doing less damage won't make it any less of a god skill, but it will bring other skills up to par comparatively. It still will be the better conjure shards because it's simply easy to level up for a stronger power spike earlier in the games life. The only way for it not to be a god skill is if they nerfed it's MP ratio, which they haven't and probably won't do. It's still a strong ability. It still will be fun to use. But maybe at some point of it's max grade life you'll need to use it 3 whole times instead of 2 now. Which would certainly be nice.
More from me personally, I feel most people bemoaning the nerfs don't actually realize or even care how much/little they will affect the item in question as a preferred skill or weapon. The Rhava's got a bump and they'll still be affected by several passive shards upgrade to skill shards and stacked with passive shards, given damage boosts by books, book familiar, and sacred shade. Requires a bit more setup to get full killing potential but it balances out it's upper limit a bit while still not really affecting how people use it in lower limit runs.
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Post by toysipo2 on Aug 3, 2019 4:13:53 GMT -6
Most of these nerfs were pretty insignificant statistical changes that mostly amount when it comes to how they scale. Chances are, the things that are amazingly beyond others in terms of damages are now a little less far-out and cheesy. Myself, I disliked how Riga Dohin was so powerful compared to other shards. Like... it's gonna sound funny, but I was kinda flabbergasted that Summon Rat at Rank 5 Grade 5 felt worse in terms of overall utility, cost, and damage compared to a single cast of Riga Dohin.
I understand strategic advantages, but it just felt like Riga Dohin-... like, I could make it as soon as possible, and it would literally carry me the entire game.
Craftwork needed the nerf. Why? Because, if you used Craftwork with a standard weapon, it's essentially just free damage. Perfectly free damage. Literally negligible MP cost, comes out fast, doesn't have the lag any physical weapon has either, and can be mashed almost even. If you use it where you get it, it is literally double damage. I don't think any statistical change will affect the fact it's basically free damage, but since that's what it is, nerfing it is fine. I don't know how it scales, so maybe realizing the cleverness of it being free damage perhaps becomes too rewarding later on.
Kinda wish they told us what the changed about the bosses, though. I assume for Valefor they just capped the HP to stay within reasonable bounds, but... what'd they change for the others?
Rationale behind the choices would be classy and nice, and even informative to the decision-making process. Not sure if they're just not included to avoid stirring the perpetual, unavoidable salt mine that erupts when discussing game design in online spaces...
Considering the subtle changes to the nerfs, they (the dev team) probably knew what formulas they put in place for scaling. The shards will probably conventionally serve the same purpose they did before, with a nudge less easy-access cheese.
Honestly, for all the people who want to make this game extraordinarily easy, it's still very, very, very within bounds if you take the time to grind it out. I appreciate the team's attention to detail in trying to nuance the experience's difficulty so one doesn't feel as if certain options are locked from them in the attempt to have a challenging experience.
I say that in reference to myself, because I know there are others like myself who appreciate the novelty in using many different options just to feel the experience of using them, getting used to their utilities, etc. The moment I saw Riga Dohin did so much damage, because it blows everything out of the water early or mid-castle, I literally went "time to never use this again aside from when I want to feel like a fire mage". I'm not sure if that time will ever come necessarily, but in terms of my first romp through any area, I made sure to stick away from it on my Hard playthrough.
On Normal, I'd crafted it near the end of the game, and Rank 1 Grade 1 felt like a just right amount to make the fights take a lot less time and require perhaps many less recovery items than they probably would have otherwise.
If you want things that feel absolutely broken beyond all get-out, having MP cost reduction maxed out with that giant holy laser with 5/s MP regen lets the player nope anything out of existence. Anything. All bosses, enemies, anything. It takes some time and grinding to get to such a point, but yeah.
And that's kinda the big difference here; Riga Dohin Rank 1 Grade 1 is a really, really, really good shard for being something you can just make. Other shards aren't that good with hours of grinding behind them. As someone who has indeed grinded Summon Rat into "annihilates bosses by being used at all" status, only to find Riga Dohin at base does that but even better without any work... it's just weird, y'know? It also makes me particularly wanna avoid the fire magic, 'cause I like challenge. An' that's sad kinda, 'cause I wanna kinda use most things, exempting anything that's ruefully broken or requires a lot of effort and time I wouldn't really want to spend just getting arbitrarily more powerful.
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Post by toysipo2 on Aug 3, 2019 4:30:19 GMT -6
Also, I like these people being like... "it is current year, why are we nerfing things in a single player game"
If the game wasn't released yet, these would be called design changes, not nerfs. No one would care, because it wouldn't be public, and considering these aren't even that extreme of design changes, almost nothing would have changed.
Also, the criticism of "it's nerfing option A to make option B look more attractive" isn't really correct here. On the inverse, if we buffed everything to make it all super gorgeously attractive, suddenly enemies would be really squishy, and would need a buff too. Suddenly, there's a whole lot more work going on, for something that could have been as simple as nerfing a few egregiously silly things.
As someone who appreciates the nuance of a correctly-paced challenge in a game, I see nothing wrong in adjusting things for the sake of the progression. That's what it is: for the progression. Everyone with completed saves, their god-rays, infinite money and limitless mana and pizza feel no tremors or crumbling foundations from this. This is mostly so people going through the game first time don't stumble into a trivially easy cheese strat.
If I wanted to not have a challenge, Riga Dohin and Straight Arrow would have carried me the entire game, hands down. Only shards I'd have ever needed. Summon Portraits, too; really good passive DPS. I've seldom used Directional Shield, but man, that shard is DIRTY. I feel no sympathy for whatever happens to that shard. They could make it use all mana on one received hit and I'd turn the other cheek. It's interesting, and I find it cute that it caters to the supreme tank play style and gives people a way to get past the challenges in a lot of ways, but I could never seriously use that in good conscious. It just... it'd feel so wrong, man.
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Post by edopode on Aug 3, 2019 5:29:46 GMT -6
If the game wasn't released yet, these would be called design changes, not nerfs. No one would care, because it wouldn't be public, and considering these aren't even that extreme of design changes, almost nothing would have changed.
Sure, and if the other updates were done before it was released they wouldn't be called stability patches, they'd be called finishing the game. And we wouldn't even notice! That's a terrible defense, in case that wasn't clear.
Anyway, if the changes are so small as to not be noticeable, why change it at all? And if the defense is multiplayer, then maybe don't tweak the game until then? Because in the mean time, even if it's virtually effortless on their part, even if the payroll hours total .003% of some idle intern's daily workload, in a very real way it makes it seem even more like the game still isn't ready for release and makes me kinda resent the amount of patching I'm going to have to do every time I upgrade or replace my switch. (which lets be honest, if you've owned a nintendo handheld, is a non-zero number). Unless they're going to reprint cartridges, unlikely, ultimately there's going to be a day when people have to settle for the default (somewhat shitty) version of the game, which when compared to the patched and "officially finished for reals guys" version, is going to be ultimately quite different. Like the difference between the demo and the release, maybe more. Not to mention the growing resentment every time I encounter some issue that should have been caught before release but it takes one more hit to clear something than it did before the last patch that still didn't fix anything else.
What I'm trying to emphasize, is that balance changes at this stage just remind us that many of us still dust off old games that are still unpatched. And just out of the case and into the tray, they were finished. In five, ten, or thirty more years, they'll play reliably and be fine. If you lose your house and stuff in a fire, if you find a copy and put it in a player and it just works, even on the systems that haven't been supported for ten or more years. And that's so far beyond an option for this game (but not it's predecessors) that it's kinda bitter to be reminded of it. So... Yeah, it's unwelcome patch, and a completely unwelcome practice.
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Post by caer on Aug 3, 2019 11:10:32 GMT -6
I hope this lands soon on the PS4. I'm waiting with my first playthrough until patches are in place. I prefer to not have to consciously avoid overpowered stuff, so any help with that is very welcome. For xbox owners, I really feel your pain I hope that release pipeline is properly sorted out soon
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Post by r4vgt45 on Aug 3, 2019 11:59:53 GMT -6
"Balancing" is not a thing for single player games. Fix the issues with the game then. If people are finding things to easier or hard then make the difference between difficulties, not destroying peoples play style. If you are worried people wont try all the shards because some are better then make the lesser ones more useful instead of tearing good ones down. Waste of a patch.
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