Game isn’t hard or skill-driven enough.
The increased difficulties just flood you with bullet sponge enemies but the base combat, while good, isn’t nuanced enough at high levels
Game isn’t hard or skill-driven enough.
The increased difficulties just flood you with bullet sponge enemies but the base combat, while good, isn’t nuanced enough at high levels
Yeah it definitely helps to have close to max stat bars and having good perks. It’s still doable without them.
This isn’t an excuse for fatsharks terrible design though.
It would be nice if we just had a consistent baseline for weapons and the item tier just increased that flat out.
Like a white/grey sword has 60% damage, green 70%, blue 80%, purple 90% and orange 100%. It gets rid of the rng and let’s you have consistency on weapons.
Then perks and blessings can be randomized and you can use the “crafting” system to adjust those using materials as well as upgrade weapon tier. It’s almost like this was in VT2 and worked for the most part other than the grind required. Why fatshark feels the need to reinvent the wheel is beyond me.
Your motivation to play should be playing the game
If you’re sitting there grinding for items you’ve finished the game and it’s time to take a break
It’d have to be 50/60/70/80/90 as the maxed out bars are definitely reserved for what is called Veteran weapons (red) that maxes out all stats, perks and blessings.
In fact I’d probably even say 40/50/60/70/80 and then 100%.
Vermintide was different as damage was related to rating of a weapon and the various qualities gave more perks.
Exactly, right now its hard to gather 4 people for a t4 and t5 runs. Many taking breaks.
Well if players are already taking a break only 1 week after the launch… that kinda screams that it has to little content.
More importantly, they keep mucking with key balance problems (e.g. toughness bleedthrough) and, since damage is so unbelievably variable, it’s hard to tell if enemies or weapons are operating correctly.
We have literally the same breakpoint problems as seen in Vermintide 2, but much worse because we can’t assume weapons are doing their base maximum damage like we could with an i300 VT2 weapon.
Less too little content, and more that the content that’s there isn’t satisfying.
I’m reminded of people comparing VT2 to L4D2 on launch with regard to map quantity, even though VT2 technically had more official maps than L4D2 ever did. If Fatshark added a couple more maps right now, people would play them for a day or two and then start complaining again. To me, the grind and progression is secondary to the sheer joy of whacking big hordes and elites in the face. The static map design is offset by the variation in enemy spawns, which offers replay value because you have to figure out how to handle hordes and elite/special spawns differently every run.
The biggest problem with endgame progression right now, to me, is that it isn’t quite clear how you should get more powerful weapons. The regular store offers weapons that seem to cap out at around 400 power. The only way to get higher power is through Melk or Emperor’s Gifts, which takes a lot of control out of players’ hands. I can understand why they’re frustrated with this.
yep, its so sad. I had high hopes for this game, since I’ve many hours on VM2. But this game it’s a mere shadow of its predecessor.
Plus, I’m monitoring the game on Steam, there’s been a decrease of almost 50% players online in the last few days (from 60-80k to 30-40k atm). Imagine the situation in a month from now.