LONG DUE FEEDBACK
Posted: Sun Mar 26, 2023 4:45 am
So, I’ve been playing this game, probably since the beginning. Back when no sustenance or Dulian Road and farther. And every time a good new update arrives, I play the game with new save, to better experience the game as intended.
I wont really tackle more towards the good parts of the game much, since its already given that I play the game every year maybe. there are a lot of interesting and exciting part that the game have compared to when I first played.
With probably 10+ saves, here are my long due feedback on the present problems I see on the game and its updates.
ITEMS:
WEAPONS:
There are a large amount of trash equipment that makes the game less entertaining and fun. And I know the topic has been tackled millions of times already, but here are my takes. Having bad equipment at early parts of the game streamline and limits the players choices. You can’t really use any other type of weapon in the early game than sword and shield. No choice for 2 handed, or blunt weapon, or axe or polearms or anything really. For a game having freedom to choose the build and style through the playthrough, bad equipment turns it to an illusion of choice.
Also bad equipment in hard dungeons or place makes the whole trek through not worth it, or be completed when you are already too strong. Going through Charwood mine isn’t worth it for a bad dagger, at least at the expected lvl.
New type of weapons doesn’t have a dedicated good weapon. Like Flagstone pride for longsword, GoSH for 2 hand axe, GcoR or Xulvir for Great sword. But for mace, 1 hand axe, hammer and pole arms are introduced as different type of weapon without anything to promote them. Unlike other games where new character or new class are OP to help introduce or encourage players to use them, in AT there are none.
Let’s be honest here, lower AT cost weapon are better than high one, even with the dmg modifier. Anything with less than 2 AT per turn aren’t really viable or good. You won’t choose Annihilator over GcoR, even with high dmg modifier. Big reason for this is the lower AT chance, the problem with 1 AT is the lower chance of making impact. It’s better that high AT cost with high AT chance than high dmg modifier.
Ideas:
Each type of equipment should have at least 1 equipment dedicated to that type and style. Be also accessible in early lvl (less than 20 maybe) to promote the weapon type and have an experience for players with the type.
High AT cost weapon should have better AC to remedied (lower the dmg modifier if needed). It is still not worth it to use high AT cost weapon over low cost, even with higher damage. Another problem with this topic is the number of enemies and enemy status that lower AC, than lower the dmg, along with ones that lower max AP.
RINGS:
Rings in the game offers one of the best stat increases in the game. But they are very limited and accessible at very early lvls, you can finish Flagstone prison at lvl 10 with 2 Villains ring. After purchase of rings, there aren’t really mush better ones( unless you grind for RoLS). There are new rings at later parts but aren’t better just different.
Ideas:
Implement a lvl requirement for buying the rings. A way to enchant? Enhance just the rings. Add a stat for the rings, similar to weapon proficiency in charwood, but specific stat increase like AC, BC, or dmg of the rings.
SHIELDS:
Shield in the game are really bad. Way back when you can pair shield with anything they are important as they are an additional equipment. But currently, going shield and weapon is only good for low lvl, at later parts, transitioning to dual wield or 2 handed is better, or just use pairing weapons.
Ideas:
Better shield at later game. Also, variety of shield and be more similar to Armor, with different stats distribution. Shield that focusses on BC, one type that focus on dmg resist, another that’s more offensive (not pairing weapons)
There aren’t also a good variety of shield, like tower shield, heavy and light or combat.
EQUIPMENT PENALTY:
PLEASE TAKE IT EASY WITH THE PENALTY!
Penalty for equipment really hinders the use of the equipment and the choices for certain missions and playthrough. Some penalty (like Shadowstalker or Annihilator) can be remedied in exchange for the equipment stats. But some are too much to even consider (like Blackwater curse) making them absolutely unusable. Specially with some really cool equipment that are very cool and very interesting.
A good comparison to this is Pokemon, not all are the best to use in each playthrough, but all are possible to be use. In AT, most equipment are unusable, its specially more disappointing with rarer or unique items.
Ideas:
Make them at least usable or with an equal power exchange to considered the option be experienced. Also axes shouldn’t have that much of AT cost, since they are lighter than people might think, there downside is they’re all out attack that reduce defense.
NEW CONTENT DISTRIBUTION:
There are a lot of empty content in playthroughs, like in lvl 6-10. There are a lot of new content that aren’t already needed. The new mushroom cave is at a low lvl that it has to contest with other that already exist, making them not that enjoyable. New content should probably be focused more towards the later stages(lvl 35+) since there are already too much content in lower stages.
SKILLS:
Skills in this game are really outdated. There’s not much variety for the new version of the game and are only for the old game from years ago. Skills that helps with resistance to status seems very situational and are unusable for the overall game. They are also not worth it with really low numbers. Other situational skills also suffer the same problem.
Skill points frequency are also scarce, especially with dedicating skill points too certain skill, like increase fortitude, 2 Combat speed or 2 dual weapons.
Ideas:
More skills from mission, quest or NPC to be gained and traded be more present in later parts of the game.
POWER INCREASE:
At later stages of the game, gaining stat increase is very hard with mostly just from lvl up. Currently there is only 2 ways of increasing power, Equipment and lvl up. With equipment it becomes stagnated at certain points and with lvl its very slow increase. With more stuff in the game, a new way to improve and increase power should be added.
Idea:
Like a bounty board or mercenary mission where it requires the player to kill a specific monster or a collection of specific monster. Upon completing, you can add stats like a normal lvl up (or different). It should also have different tiers and lvl requirements (20, 30, 40, 50) to prevent grinding.
Stats like AC or BC, Crit skill, Crit multiplier, Dmg resist, or even permanent status effect.
This idea might spice up the playthrough and builds for the players.
I wont really tackle more towards the good parts of the game much, since its already given that I play the game every year maybe. there are a lot of interesting and exciting part that the game have compared to when I first played.
With probably 10+ saves, here are my long due feedback on the present problems I see on the game and its updates.
ITEMS:
WEAPONS:
There are a large amount of trash equipment that makes the game less entertaining and fun. And I know the topic has been tackled millions of times already, but here are my takes. Having bad equipment at early parts of the game streamline and limits the players choices. You can’t really use any other type of weapon in the early game than sword and shield. No choice for 2 handed, or blunt weapon, or axe or polearms or anything really. For a game having freedom to choose the build and style through the playthrough, bad equipment turns it to an illusion of choice.
Also bad equipment in hard dungeons or place makes the whole trek through not worth it, or be completed when you are already too strong. Going through Charwood mine isn’t worth it for a bad dagger, at least at the expected lvl.
New type of weapons doesn’t have a dedicated good weapon. Like Flagstone pride for longsword, GoSH for 2 hand axe, GcoR or Xulvir for Great sword. But for mace, 1 hand axe, hammer and pole arms are introduced as different type of weapon without anything to promote them. Unlike other games where new character or new class are OP to help introduce or encourage players to use them, in AT there are none.
Let’s be honest here, lower AT cost weapon are better than high one, even with the dmg modifier. Anything with less than 2 AT per turn aren’t really viable or good. You won’t choose Annihilator over GcoR, even with high dmg modifier. Big reason for this is the lower AT chance, the problem with 1 AT is the lower chance of making impact. It’s better that high AT cost with high AT chance than high dmg modifier.
Ideas:
Each type of equipment should have at least 1 equipment dedicated to that type and style. Be also accessible in early lvl (less than 20 maybe) to promote the weapon type and have an experience for players with the type.
High AT cost weapon should have better AC to remedied (lower the dmg modifier if needed). It is still not worth it to use high AT cost weapon over low cost, even with higher damage. Another problem with this topic is the number of enemies and enemy status that lower AC, than lower the dmg, along with ones that lower max AP.
RINGS:
Rings in the game offers one of the best stat increases in the game. But they are very limited and accessible at very early lvls, you can finish Flagstone prison at lvl 10 with 2 Villains ring. After purchase of rings, there aren’t really mush better ones( unless you grind for RoLS). There are new rings at later parts but aren’t better just different.
Ideas:
Implement a lvl requirement for buying the rings. A way to enchant? Enhance just the rings. Add a stat for the rings, similar to weapon proficiency in charwood, but specific stat increase like AC, BC, or dmg of the rings.
SHIELDS:
Shield in the game are really bad. Way back when you can pair shield with anything they are important as they are an additional equipment. But currently, going shield and weapon is only good for low lvl, at later parts, transitioning to dual wield or 2 handed is better, or just use pairing weapons.
Ideas:
Better shield at later game. Also, variety of shield and be more similar to Armor, with different stats distribution. Shield that focusses on BC, one type that focus on dmg resist, another that’s more offensive (not pairing weapons)
There aren’t also a good variety of shield, like tower shield, heavy and light or combat.
EQUIPMENT PENALTY:
PLEASE TAKE IT EASY WITH THE PENALTY!
Penalty for equipment really hinders the use of the equipment and the choices for certain missions and playthrough. Some penalty (like Shadowstalker or Annihilator) can be remedied in exchange for the equipment stats. But some are too much to even consider (like Blackwater curse) making them absolutely unusable. Specially with some really cool equipment that are very cool and very interesting.
A good comparison to this is Pokemon, not all are the best to use in each playthrough, but all are possible to be use. In AT, most equipment are unusable, its specially more disappointing with rarer or unique items.
Ideas:
Make them at least usable or with an equal power exchange to considered the option be experienced. Also axes shouldn’t have that much of AT cost, since they are lighter than people might think, there downside is they’re all out attack that reduce defense.
NEW CONTENT DISTRIBUTION:
There are a lot of empty content in playthroughs, like in lvl 6-10. There are a lot of new content that aren’t already needed. The new mushroom cave is at a low lvl that it has to contest with other that already exist, making them not that enjoyable. New content should probably be focused more towards the later stages(lvl 35+) since there are already too much content in lower stages.
SKILLS:
Skills in this game are really outdated. There’s not much variety for the new version of the game and are only for the old game from years ago. Skills that helps with resistance to status seems very situational and are unusable for the overall game. They are also not worth it with really low numbers. Other situational skills also suffer the same problem.
Skill points frequency are also scarce, especially with dedicating skill points too certain skill, like increase fortitude, 2 Combat speed or 2 dual weapons.
Ideas:
More skills from mission, quest or NPC to be gained and traded be more present in later parts of the game.
POWER INCREASE:
At later stages of the game, gaining stat increase is very hard with mostly just from lvl up. Currently there is only 2 ways of increasing power, Equipment and lvl up. With equipment it becomes stagnated at certain points and with lvl its very slow increase. With more stuff in the game, a new way to improve and increase power should be added.
Idea:
Like a bounty board or mercenary mission where it requires the player to kill a specific monster or a collection of specific monster. Upon completing, you can add stats like a normal lvl up (or different). It should also have different tiers and lvl requirements (20, 30, 40, 50) to prevent grinding.
Stats like AC or BC, Crit skill, Crit multiplier, Dmg resist, or even permanent status effect.
This idea might spice up the playthrough and builds for the players.