![]() ![]() And when you're cursed, you have to take the risk of a random enemy spawning in the middle of combat and end your run, or you can just wait for extra enemies to spawn and kill them one by one to lift the curse, but that makes your run slower and that means you have to deal with more enemies, which will most likely slow down your run further.Īll in all, I feel the new malaise system definitely needs more time in the oven - I mean, it's in alpha so that's totally fine and expected but, I really hope those changes won't end up alienating many players, when a fraction of the player base is actually enjoying 5BC contents in the first place. I can see some players liking it but for me it constantly interrupts the flow and overall it makes the game messier and more about reflexes - I'm not a fan of that. I'd much rather having to face very tanky elites occasionally on high malaise, than being pestered by extra enemies constantly even on 4-5 malaise. It can be interesting at first but in my eyes the spawning happens too frequently and it gets old pretty quickly. In its current state, if you wanna go fast you want to be REALLY fast otherwise extra enemies would pester you and slow you down, and when you struggle with poor DPS this mechanic can make your run even slower because you have to deal with extra enemies and more elite monsters constantly. And being forced to fight those extra enemies one after another actually slow you down in many cases so I'm a bit confused as to what they're trying to achieve here. I believe there's a reason why we weren't seeing arbiters in every biome but currently the new mechanic throw that kind of thing out the window. I'm really hoping that they'd limit the spawn pool to enemies that can spawn naturally in each biome, but right now it's really chaotic. This adds a lot of randomness to the game and I really don't like it, and having to face enemies like living barrel or arbiters in Prisoner's Quarters is not only questionable in terms of balancing but it makes those enemies and each biomes less unique IMO. They aggro at you immediately so you can't ignore them in most cases, and they don't stop spawning even when you're cursed. When you get above 2-3 malaise, random enemies start to spawn around you. Right now I find it actually enjoyable to manage malaise and keeping it low, but in alpha I have little control over it (other than to just use flasks, but if you're used to playing in higher BC you know how valuable flasks are.) And to me removing malaise-reducing function from food and some mutations makes them less interesting. It just feels unnecessary to punish slower play style like this. I mean, I don't recall seeing fast players asking the game to pressure them into going faster - most of the time people go fast because that's just more fun for them. There are already stuff like Swift Sword/Frenzy or timed door that encourage you to go fast. I really don't like the feeling that the game is now forcing me to go always fast. The only way to reduce it is to keep killing enemies, and the bar continues to fill up until you kill most enemies in the biome. And you can no longer reduce them by consuming food or utilizing some mutations. Malaise bar will automatically build up even if you're not getting hit at all. Sure, sounds interesting! I wasn't having much problems with current malaise mechanic tbh but I think this idea itself has some potential to make malaise mechanic more engaging. ![]() I've tried over 20 runs in alpha now and personally I have a LOT of problems with the new malaise system in its current state.įull malaise won't cut your HP to 10% but the game gets harder on high malaise. Now it feels mandatory, and I'm not feeling that. If you like playing that way, then it's great for you, but at least previously playing fast was OPTIONAL. I just hate how the new malaise style practically forces you to rush through the levels. I do agree that the new backpack and the mutations around it are awesome though, and once you've completely cleared an infection you can eat infected food without penalty, so there are technically more healing options available. It sounds like the guy above has put HUGE hours into this game, as I have around 200 hours as of now and I think this new change is borderline unbearably hard. These monsters will often be monsters you won't even ordinarily face in those biomes, so you can go against absurdly dangerous monsters in areas where they weren't designed for. ![]() You will start getting new monsters and Elites chasing after you as early as Prisoner's Quarters. Yes, the malaise builds slowly, but monsters and elites will start warping in as soon as you get a bar or two. Unfortunately I'm gonna have to be the bearer of bad news, because I think it's EXTREMELY punishing. ![]()
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