#We should be able to test weapons in the Tutorial

7 messages Β· Page 1 of 1 (latest)

hollow hedge
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As a bow main; I don't mind playing the tutorial with a bow; however I feel like we should be able to choose a weapon or try out weapons in the tutorial at the very start of the game; before you fight the endless waves.

It's a little annoying to jump into the trainings with each weapon or go straight into a match feeling unprepared. Such as trying to be a staff user and not really understanding the mechanics.

I don't mind verbally telling my friends what each weapon does and how it plays like, and I get it, they want to be prepared or know the playstyle before a match. However, explaining the weapons to 4 people at different times, can be exhausting when there is so much more information about game mechanics. This might be a more of help me; help you.

Too have the playstyle and mastery types for the weapons be introduced early so by the time a person is finished with the beginning tutorial; they're more prepped on how they play their class/weapon of choice

In my opinion the tutorial at the start should describe each weapon playstyle, then go to endless waves.
If the objective of us is to die in the beginning (to my understanding sword users had an easier time) i think it still can happen such as introducing the lava that comes out when you have to ascend, or put us in an ascend trial solo in the tutorial (most likely a person will fail solo),

I already submitted my feedback, unfortunately my perspective on this wasn't on there. I wanted to hear everyone's thoughts on this if I'm not the only one who feels the same way; because theres a lot of mechanics to go over and this alleviates some of that

limber mesa
haughty warren
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sounds like good feedback that would be nice to send to the team πŸ‘€... https://docs.google.com/forms/d/e/1FAIpQLSdLScdobwK3guyDXfwKtt-_PeNsJvNKSjnxeKSuFFO2IdcK_g/viewform πŸ‘ˆπŸ»

but yes, that does make sense.

i think the idea behind the bow was simply that it was the simplest weapon we had on hand at the time... the bow also suffers from being immobile, meaning we purposefully chose a challenge that required the player to be non-stop moving or be tactical.

at the end of the day, the tutorial is aimed to showcase what shattering does to the player, and teach them about the brutal nature of the roguelike experience πŸ˜…... given we have the dark woods dummies, and inferno not costing anything to enter, players are incentivized to try out the different weapons outside their first user experience!

hell, they can even bring a new weapon inside the training themselves!

unkempt shale
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Could alternatively add a training session that's just a solo torture chamber, since the start tutorial can only be played once anyway.

haughty warren
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but then we'd need to create a chamber for each of the weapons to brutalize the player for even attempting a torture chamber alone πŸ€”

there's a reason we selected those specific monsters for that specific chamber 😈

hollow hedge
reef scaffold