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Post by aceearly1993 on Sept 6, 2019 21:32:20 GMT -6
Not necessary, there are items that reduce mp cost. I just tried out several MP reduction setups (words of wisdom shard rank 7 + grade 9, warlock's necklace equipment) and they just won't work when the basic MP cost of shards expires the current maximum MP. Considering the maximum MP without max ups (78) is just two units away from the requirements of Blood Steal (80) this is most likely a design oversight and needs to be re-balanced.
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Post by aoanla on Sept 8, 2019 6:00:27 GMT -6
I saw some people were trying to downplay the nerf and saying it was only 2-3 point adjustment and it is not significant and players won't notice it at all. If it wasn't significant and the players won't notice it at all, why support the nerf? These are changes oriented at players seeking challenge, and weighing the basic variety of shards. Thereby, the changes are also to reward variety; why should my rank 5 grade 5 of certain shards feel objectively flat out worse than rank 1 grade 1 Riga Dohin, which can be obtained at nearly the same time? That is what we'd call "being punished for experimenting", and while it can be stomached because exploring variety is typically unintended as a whole, I mean, it makes no sense to complain when variety is actually for once catered to. What about players who aren't seeking the current level of challenge, for whom "normal" mode is too challenging [and thus is made more challenging by the nerf]? Are we irrelevant?
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anonthemouse
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[TI2]What lies in wait behind the walls?
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Post by anonthemouse on Sept 10, 2019 8:13:54 GMT -6
These are changes oriented at players seeking challenge, and weighing the basic variety of shards. If this is your stance, then you have negated everything else you have to say. Players "seeking challenge" should not be playing on Normal difficulty, and should not be the target for the baseline balancing of the game. Full stop. Normal difficulty should be balanced for normal play. Challenge starts at Hard and above. There should probably even be an Easy difficulty for people looking specifically not to be challenged, though that is a separate argument still. However, there is absolutely no case to be made that the game should be balanced at baseline to players "seeking challenge". This isn't a souls-like, nor was it ever marketed as such. It is, and was marketed as, a successor to the Igavania generation of Castlevania games, which were overall a very accessible and beginner-friendly series of games, not known for offering particularly high levels of challenge.
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Post by toysipo2 on Sept 26, 2019 10:41:51 GMT -6
These are changes oriented at players seeking challenge, and weighing the basic variety of shards. If this is your stance, then you have negated everything else you have to say. Players "seeking challenge" should not be playing on Normal difficulty, and should not be the target for the baseline balancing of the game. Full stop. Y'know, difficulty's a bit more nuanced than "hard death mode" and "normal easy mode". You can have things that make normal too easy for even normal's standards, and things that make hard too easy for hard's standards. I think that alone invalidates this entire opinion. I clarify: these changes are oriented at players who want to feel like they're thinking about the decisions they're making and not just applying playtime to receive progress. Further, while Castlevania's never quite been a masochism simulator like Dark Souls likes to be, it's never quite shut down such accessible options for being inherently so powerful that one doesn't have to put thought into enemy design or their play style if they're used. Balance is relative. You can't so simply label an experience "normal" or "hard" without first realizing what either of those experiences are, or why individual components are relative to the overall experience.
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Post by toysipo2 on Sept 26, 2019 10:48:43 GMT -6
Yeah, you are. You can already buff those abilities by egregious amounts, such that when you develop their shard grade and rank even to halfway, they can STILL carry you through half the game. They just can't do that at what was effectively LEVEL ZERO anymore. You can grind resistances to all damage types. You can grind raw stats. You can grind raw power. If you don't want to grind, then you don't have to; you just have to be good enough at the game to actually beat the enemies as they are with the tools you have. If you can't do that, and you don't want to become mechanically adept, you can just grind. If grinding is too difficult because of low operational skill of a controller or keyboard, then I recommend trying a different platformer with a more in-depth tutorial on the basics before you come back to this one. If you don't want to spend time grinding, and still can't do any of what normal has to offer, then I got nothing to say. You need time to play this game. It's not exactly short either way.
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Post by aoanla on Oct 12, 2019 9:21:19 GMT -6
Yeah, you are. You can already buff those abilities by egregious amounts, such that when you develop their shard grade and rank even to halfway, they can STILL carry you through half the game. They just can't do that at what was effectively LEVEL ZERO anymore. You can grind resistances to all damage types. You can grind raw stats. You can grind raw power. If you don't want to grind, then you don't have to; you just have to be good enough at the game to actually beat the enemies as they are with the tools you have. If you can't do that, and you don't want to become mechanically adept, you can just grind. If grinding is too difficult because of low operational skill of a controller or keyboard, then I recommend trying a different platformer with a more in-depth tutorial on the basics before you come back to this one. If you don't want to spend time grinding, and still can't do any of what normal has to offer, then I got nothing to say. You need time to play this game. It's not exactly short either way. I really hope you never get paid to help develop a game, toysipo2. Apart from anything else, you seem to have the self-contradictory position that people "choose" to have a certain level of skill. It makes no sense to say "you don't have to grind; you could just be good at the game" - being good at the game isn't something anyone can just "turn on and off". Additionally, you miss the fact that "grind" is distinguished from "just playing" by being tedious. Generally, we don't, in modern theories of game design, think that artificial tedium is a good thing in games (open world games, which have a lot of "running around doing stuff repeatedly", tend to also try to make this at least somewhat interesting; or at least somewhat low-attention, so you can zone out and not pay attention to the game when doing it - and in both cases, it's usually regarded as a way to artificially increase the duration of the game without the need to work on engaging content, the video game equivalent of fast food calories). What's odd about your position is that it seems to ignore that this game, like many, already has difficulty levels (and they can be unlocked from the start by a process which is an open secret). It's clearly intended that different levels of skill be supported, via those options; it's not obvious why the "lowest level of skill supported" has to be where you think it should be. (Indeed, other games which, on harder skill levels, are intended for very experienced players - say, Bayonetta - increasingly include also very easy modes which are much much easier than any advantage which the nerfed shards would give people. I think you're a little out of touch with the current zeitgeist on accessibility options and difficulty in games.)
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