I went back to 1.7 for a week. Here's what I learned

Whatever arbitrary number the last one before 2.0 was then. /shrug

whats 1.7?

Exactly, I was thinking wtf, what 1.7, last one was 1.6

1 Like
  1. Fix the spawn bugs.

(you mised this, very important point)

6 Likes

Hahaha, amazing, you kinda describe VT2’s entire problem in comparison to VT1. Just tiring en masse beating.

1 Like

I think it’s funny you mention the two versions being fairly similar. I had found 2.0 Legend to be easier due to the extra 50 power and talent changes(like playstyle ones), plus stagger. Health was increased in 2.0, but the bonuses more than compensated. The one notable thing is events are actually a challenge instead of being a walk in the park.

I think some people remember pre-WoM better than others. Playing through the beta through their myriad of changes, I would sometimes go back to live so I was kept fresh. The end result (post 2.0) was a much more finely tuned iteration than what was experienced during the beta. Stagger, enemy health, and other things were brought to a much better spot. Beastmen were eventually tuned down post 2.0 to a much better spot. If the bugs were fixed, this game would be so much more enjoyable to play.

Fortunately, this was told to us:

Sounds like a lot of stuff. And a beta branch also sounds really nice.

1 Like

Keep in mind I play without beastmen on live because I never bought Winds Of Failure, so any problems related to those I won’t know much about.

1 Like

Oh so many issues are made worse by beastmen and beastment issues.

They add another dimension of issues to the scope then.

After disabling WOM I actually managed to complete a couple of bot legend runs. Still have the same problem of the AID occasionally forgetting to stop spawning things though (never had this as a problem pre-WOM).

Sadly certain Beastmen’s behaviors increase the problem… spear guys mainly.

Blockquote Let´s not forget how the AI spawn director still goes crazy pretty often, sometimes hardly doing anything except sending in sparse hordes of slaverats for an entire run and other times it´s beastman horde+2X assassins+2x packmasters+2x banners+boss.

you know what I call that when the game goes into super hardcore mode. Full R-tard… you never go full r-tard :slight_smile:

I had a run yesterday, had a really good group. Legend run, all the game did was maulers in literally every part of the game, if there was one group a mauler, they weren’t hard to kill but it was interesting to see that the game spawning relentless hordes. I mean is that not what a deed does, add more challenge. Why does the game do that with the regular difficulty runs. We were victorious but we all knew something was not right.

I think FS needs to look at the difficulties in a different way
4 basic difficulties, then you have added bonus difficulties which are deeds so that is another set of 4 difficulties, then you have one that combines pretty much everything into insane mode which is CATA

Then within that you have grimes which am sure creates added bonus difficulty not just losing health, am sure it triggers the game to add more spice to your current run. which is fine.

I think FS needs look into its RNG spikes and clearly sort that out a bit better
then when that is cleared up, you then change the dynamics of the games environment.

rats/ rats with shields rats with super heavy armor
chaos minions/chaos giants/chaos giant heavy armor
monsters
rat ogre/choas spawn/Giant troll/Giant rat gaser/minotaur

then you got the dem beastmen ugggh.

but really, it is just beatmen that is making the game feel really out of whack.

playing with beastmen on champ difficulty… its all good and fun
turn it on Legend, very hard to near impossible win rate. Am sure it would make a bit of a difference if I had red weapons but the game is so damn stingy that it takes forever to get 1 red item
not only that, you need 5 to craft the dlc weapons. like come on, fix that drop rate

What specifically are you struggling with, beastmen-wise?

I know what you mean about the DLC weapon crafting. It’s annoying each time a DLC comes out, players have to burn 5 reds just to make 1 DLC red. I mean, you could always just craft oranges and roll for perfects, but that’s no more enjoyable than burning 5 reds.

1 Like

Only if I had enough dust :rofl:… imho an easy solution, good enough too, could be reduce their cost. Normal reds cost 5 dust because you can choose: chests or crafting. DLC reds don’t let you to choose, so they could cost 2-3 dust.

i would have been happy if you have to spend 10 crap 100 green 100 blue 100 orange to craft a 1 red dust

I mean like, you should at be able to craft a red. You won’t get the illusion but at least you will have max properties to properly play legend+ difficulties

by adding this type of collection, you would play any difficulty to just pile up the dust collection

2 Likes

Maybe when currency comes out they’ll let us trade Red dust for Shillings :joy: Kinda sucks, you got people struggling to get reds and then people with hundreds of red dust.

The simple solution is to move the weave crafting mode to the base game. Then Reds are simply glow cosmetics as you can roll full % weapons without reds.

1 Like

That or the Shrine of Solace. You could reroll the kinds of things, but you could also reroll the %. Each roll for a higher % could only change the stat if it rolled higher. So rolling the same % or lower would change nothing. It was a decent crafting system. I’m more for the weave crafting thing though because of how simple and quick it is, whereas the Shrine of Solace you still have to grind out crafting(albeit not as bad).

2 Likes

That or the Shrine of Solace. You could reroll the kinds of things, but you could also reroll the %. Each roll for a higher % could only change the stat if it rolled higher. So rolling the same % or lower would change nothing. It was a decent crafting system. I’m more for the weave crafting thing though because of how simple and quick it is, whereas the Shrine of Solace you still have to grind out crafting(albeit not as bad).

I can understand why they haven’t gotten rid of the whole weapon / armory ffrom the weaves version cause I am pretty sure that break the game or it would cause something to happen.

Ok, so if you brought in the weaves system what difference would it have been if you just changed the drop rates. do you see what am getting at.

I think this is more due to collecting books just taking more time and with most locations guarantees at least an extra horde and a set of specials, if not more. A run without books feels the same to me, only it’s faster by a big factor, like by 20% - 40%. Not that what you’re saying isn’t a possibility, just never personally experienced it.

Better drop rates still require you to reroll. I do like the loot part of the game too, but absolutely the opposite when it comes to rerolling. I am sure everyone has their own worst case story of how many hundreds of dust was burned due to RNG. When I decided to make new items for bots it took me ages and if you count all dust types used it climbed from hundreds to the next digit, probably just over 2000 if my memory serve me correct.

1 Like

i mention grims because it will usually spawn a monster or a harder patrol which seems to spike in difficulty pretty quickly. At least whenever I play the game it has. tomes usually don’t add much more difficulty. Grims def do add a spike in spawning things.

Well, I’m agree with you, there could be a way to farm red dust… but also the other types of dust are important. I feel that, when you try more builds for every career (indeed when you are trying to get the best from your game), you can finish the dust. It happened to me time ago.
Now I go a little bit off topic, but let me say one thing. If orange dust are meant to be the most rare (red one apart), it seems stupid that 10 orange dust give only 10 blue dust. I would like to see 10 orange dust giving 20 (15 is good too) blue one. And 10 blue > 20 green.
Bright illusions are another problem. Players want red weapons because the illusion is cool, and because it’s like a symbol that proves you have spent a lot of time with that character. I would like to see crafted reds with their bright illusions (5 red dust is an high price)… or, at least, I would like to see them into future Emporium.

1 Like