#Immersion; Ranger Skills; Progression; Range of Enemy Difficulty

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worn veldt
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The developer stated that this game was supposedly inspired by Elden Ring (in terms of scarcity) and horror. In most of my time during the beta, I did not really feel that. If anything, most areas of the game felt uninspired and empty. It was great when you started off on the beach and were thrown into the conflict, but after reaching the first town it fell off and I forgot what the game was about. After reaching the first town, you mostly see empty plains from thereon and it just felt boring. I didn’t feel the excitement from exploring or the constant pull to explore more because everything looked and felt the same with the exception of the occasional village or ruins which were very far apart.
Suggestions:

  1. Add more horror themed elements and original ideas into the world. For a horror themed game, I didn’t feel much or see much outside of dungeons and Chrono Gates. If anything, it felt like the world was fairly peaceful other than the bandits and spider caves.
  2. Do not feel afraid to put some more original ideas into the game that make each area unique. Expedition 33 was great in that every map felt different and I could tell what map it is from a screenshot. Chrono Odyssey on the other hand... most areas look the same.
worn veldt
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Immersion; Ranger Skills; Progression; Range of Enemy Difficulty

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Story Immersion:
The story didn’t feel present throughout the beta. Outside of a few quests, the game didn’t really emphasize the characters enough so they were easily ignorable. Despite the void trying to destroy the world and everything is in chaos, most of the first area actually kind of felt peaceful.

Ranger Skills:
Ranger needs to be rebalanced – specifically how the skills interact between the bow and rapier. For example:

  1. There are a lot of skills and passives that rely on buffing crit but at the same time, there are also a lot of damage over time skills… but DoTs don’t crit so building crit ignores half of the kit available to you.
  2. There are also a few skills that have the same role and in a game where you don’t have a lot of skills already, these feel wasteful. For example, the radiant arrow and the swift shot skills function similarly. Why do these have to be two different skills and not just a different branch or bonus effect?
  3. The resource system for Ranger is also terrible. When using a bow, every skill and your basic attack use vigor and aiming uses your stamina. However, your rapier also uses vigor. This makes it to where you’re stuck only using resources for your chosen weapon and limits your ability to switch. In addition, some skills that use vigor don’t do much more damage than your basic attacks when using a bow. If so, why bother using the skills? I can spam left mouse button to get more damage while conserving more vigor for me to use with my rapier weapon. If that’s the case, bow is just a glorified left click button to bide your time until you can go in with the rapier.
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Skills:
Skills also lack a lot of impact. Despite having a high cost or cooldown to them, it just gets shrugged off by most enemies. To use these skills, they have long animation locks and hitting enemies generally won’t stagger them at all unless your skills specifically have a knockdown/knockback. This creates a problem because in dungeons you essentially get run over as a melee despite you visually smashing the enemies’ faces. This issue is highlighted more by counterattack type skills such as the shield perfect parry or rapier counterattack. While countering, you’re vulnerable so bosses will just keep hitting you.

Progression:
Power curve is too abrupt. From levels 5-14, you feel like you’re at the same power level until you hit 15 and then you get a gear upgrade and then all of the sudden everything is 2x easier. Gear progression should be spread out and more gradual. In addition, the developer stated you could progress through any means.

Options to Progress:
It felt like everyone was kind of forced to gather and craft because it wasn’t really optimal to kill things or explore for loot. At the end of the day, you got better gear through crafting. Even the dungeons mostly dropped weapons (even a low level weapon) and didn’t feel rewarding. Why bother doing dungeons only to get 2-3 pieces of gear that you might not even be able to use when you could gather and craft better things? In addition, why bother exploring, opening chests, and killing monsters rarely guarantees you any good loot? Like the chest in the dungeon – it gives you a drink and 100 gold?

Difficulty Range of Enemies:
There should be more variety in difficulty of enemies in the open world. Currently, the enemies are either really easy to kill, or field boss level. There is no in between for players to experience and improve their skills.