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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Sun, 23rd Feb 2020 14:57 Post subject: |
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Mister_s wrote: | @Sin317 are you liking the game? Is it as good as something like titan quest? |
Imho it's a good hack'n'slash. Itemization is a bit all over the place, tho. I.e. right now it seems like you need to spend a lot of time to get any "great". You'll always find something better eventually since you keep leveling up. But for example me, I only had like 2 Unique's dropped so far (couple legendaries, but those are simply better versions of magic and rare, i.e. blue-> yellow -> bright orange...)
Combat is fine, skills are fine, but could maybe need more. You can "modulate" skills, but they're still the same skill, just bigger, smaller, longer, shorter, etc. or might add an effect or a buff, etc. but you'll end up spamming the same skills over and over. Imho D3 has a better choice of skills.
The passive skill tree is nice, but it's really PASSIVE. Basically you just keep adding stats to your char and every now and then a stat that is a bit more special.
Endgame has a nice idea (you basically become the ruler of the main hub city and you have to restore it. Build upgrades, send troops, etc. but the problem is, you just keep doing the same random dungeons over and over... and yeah, it gets a bit boring, if you ask me. But you can find maps, so there is maybe more in it later. But so far it clearly is a grind for something I am not sure I'll care much for 
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Nodrim
Posts: 9598
Location: Romania
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Posted: Sun, 23rd Feb 2020 16:39 Post subject: |
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The Game Slashers wrote: |
I really enjoy Wolcen and I want to recommend it, but I just can’t do it in its current state. The sheer number of issues takes away from the experience. The foundation is great, featuring a solid progression and endgame activities. However, Wolcen is in dire need of a thick coat of polish before it can even be called a released game. I’m hopeful that in a few months time the experience will be vastly different. But until then, the buyers should be aware of the situation.
Pros:
+ Great graphics and artwork
+ Good progression system
+ Cool abilities
+ Endgame activities
+ Cosmetic customizations
Cons:
– Game breaking bugs
– Combat and animations fluidity
– Server issues
– Poorly balanced
– Lacks a bunch of quality of life features
– Plenty of other technical issues and bugs
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Source:
www.thegameslashers.com/wolcen-lords-of-mayhem-review.html
Last edited by Nodrim on Sat, 5th Dec 2020 14:55; edited 1 time in total
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Posted: Sun, 23rd Feb 2020 18:47 Post subject: |
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Last edited by Yondaime on Mon, 2nd Dec 2024 15:30; edited 1 time in total
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Posted: Tue, 25th Feb 2020 11:08 Post subject: |
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Posted: Tue, 25th Feb 2020 11:21 Post subject: |
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mtj
Posts: 2315
Location: Austria / Finland
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VonMisk
Posts: 9468
Location: Hatredland
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Thu, 27th Feb 2020 09:38 Post subject: |
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Quote: | Hello everyone,
We've worked on a lot of bug fixing this week but there is one we would like to talk about specifically before you read the patch notes.
We know that you appreciate the possibility to change Unique items into legendary items and to craft them, however, we have to remove these possibilities for the moment.
We are definitely not against implementing it as a feature in the future, we find the possibilities that it offers interesting, but we want to spend time in designing it so the system works and is properly integrated with the rest of the game.
We will also implement a new power tier of uniques for the end-game progression with better raw values in a future patch, we are aware that aside from a few exceptions, Uniques are currently not competitive for high-end content.
Thank you for your support and for your feedback!
1.0.6.0 Hotfix:
Fixed Korean localization
Fixed a game-breaking event at the beginning of Chapter III.
1.0.5.0 Patch Notes:
Character incorrect gold values and Primordial Affinity resulting from bug exploits have been restored to a normal value.
Fixed an exploit allowing players to stack temporary productivity bonuses.
It is now impossible to put a Unique item into the Transmutation Forge or Dark Market item upgrade projects. Unique items that have been transformed this way prior to the update have been reset. If you already had a pending project with a Unique item in it, you will receive a legendary item but it will be updated after you reconnect in the game.
Fixed issues happening when quickly switching from online to offline.
Fixed one issue causing unlocked cosmetics to reset. We found another one so a reset can unfortunately still happen, but it will be much less frequent. We’re working on a fix.
Removed the ability to unstack items from the trade window.
Fixed a bug leading the player to turn very slowly after leaving a secondary dungeon.
Fixed the Force Shield network synchronization and several related bugs.
Fixed an issue where explosive barrels appeared to pass through the Force Shield.
Fixed an issue with globes appearing to give too much Force Shield when picked up.
Fixed an issue with Primordial Essence network synchronization when using the Parallel Convergence skill from the Aspect of Infinity.
Fixed a bug preventing players from interacting with the personal stash directly after talking to a merchant.
Fixed an issue causing inconsistent display of Force Shield value in character sheet detail panel when equipping and unequipping items and gems.
Fixed an issue preventing the stack number of items placed in the trade window to display correctly.
Removed unused cosmetic slots displayed in several game resolutions.
Fixed several issues with matchmaking.
Fixed a bug leading to an infinite black screen when joining a game in Champion of Stormfall mode.
Fixed an issue preventing the "Vignetting" setting to be saved when exiting the game.
Fixed an issue preventing the "Gilded Extravagance" achievement to work.
Fixed an issue preventing players to access the monolith during act 3 quest "Fury's ascent".
Fixed an issue causing players to get stuck in a charging skill when deselecting modifiers while using the skill.
The Minor Critical Damage Modifiers for Spells have been reduced from 30% to 25%.
The Medium Critical Damage Modifiers for Spells have been reduced from 40% to 35%.
Juggernaut : fixed an issue causing players to get stunned by their own Juggernaut when using the "Simulacra" and the "Strike Rebound" modifiers.
Sovereign Shout: fixed an issue preventing players to apply Weakness stacks when using the "Dawnbreaker" modifier.
Winter's Grasp now doesn't gain Cooldown Reduction per level.
Bulwark of Dawn: "Sacred Grounds" now only tick 2 times per second instead of 3.
Flight of Gaavanir: Fixed an issue that causes the Critical Chance from Block Chance of "Standing Boulder" to be way higher than expected.
Bleeding Edge "Unstoppable Momentum": increased the damage reduction from -100 to -150.
Bleeding Edge "Unstoppable Momentum": fixed the damage gain per level from 1 to 0.
Bleeding Edge "Unstoppable Momentum": now also adds a 10 seconds cooldown to the skill.
Bleeding Edge "Despotic Perseverance": reduced the Damage Multiplier per Ailment Stack from 20% to 2%.
Bleeding Edge "Self-adjusting Principle": reduced the Projectile Speed Multiplier from 1.75 to 1.3.
Summoning skills
Damage curve for summons
The damage of the summons is greatly increased in the first 15 levels (up to +100%).
Increased summons damage during the first 40 levels by around 20%.
Summons damage from level 40 to level 90 are also increased from + 20% to + 200%.
Health curve for summons
Increased the Health pool of the summons from level 1 to 55 (from +500% to 0%).
Reduced the Health pool of summons from level 55 to 90 (from 0% to -75%).
Summons AI
Summons should now move faster and stay ahead of their summoner when traveling.
Summons now engage targets from further.
Melee summons attack shape has been improved: they now hit a larger area.
Skills
Livor Mortis: the Immortal Maw’s base Health Multiplier is reduced by 30%.
Feeding Swarm: the base Health Multiplier for the summons has been increased by 50%.
Hunting Swarm: the base Health Multiplier for the summons has been increased by 100%.
Parasite: Increased base bonus damage to possessed monsters from 100% to 300%.
Parasite: Possessed monsters now have a bonus of 50% Attack and Cast Speed.
Parasite: Possessed monsters now have a bonus of 100% Movement Speed.
Parasite: "On Shoulders of Giants" modifier now increases the minion’s Health by 40% and the minion’s damage by 33%.
Fixed a bug where possessed monsters didn't have the base bonus applied by Parasite.
Arms Maester, Virtuose stance, and Probing weakness Stances now give -25% to All Resistance Score instead of 0%
The Critical Damage bonus has been reduced on many nodes: from 20% to 15%, from 14% to 10%, and from 10% to 5%.
Futile endeavor now increases block efficiency from 14% to 20%.
Merciless Lethality Critical Damage Modifier is reduced from 100% to 60%.
Fixed an issue causing the "Toxic Emanations" passive node to stop working after teleporting.
Fixed an issue with the "Faith Leech" passive node computation.
Fixed an issue causing the game to restore your Gate of Fates configuration after paying for a reset and quitting the game instantly.
Fixed an issue with the computation of the "Primordial Insights" passive node.
Fixed an issue with the computation of the "Academic Fieldwork" passive node.
Fixed an issue with the computation of the "Captured Velocity" passive node.
Fixed an issue with the computation of the "Eagerness" passive node.
Fixed bonus computation issue when using the "Virtuose Stance" passive node.
Fixed an issue preventing the "Slipping Shadow" passive node to work as intended.
Fixed damage computation bug when using the "Which Time Cannot Heal" passive node.
Fixed stat display issue when removing helmet if using the "Salvatory Anchor" passive node.
Noxious Swarmwings have been temporarily replaced by other creatures while we work on their hitbox issue.
Wealth Omens now give 1 stack of gold per hit instead of 3.
Pacified Brothers, Pacified Hierophants, Risen Brothers, Risen Hierophant are now correctly affected by the pull effects (such as Tracker's Reach)
Chapter III Boss: Reduced the range of the lightning ball by 20%.
Chapter III Boss: Reduced the range of Orbs by 15%.
Chapter III Boss: Increased the visibility of the visual effect warning about the activation of an orb.
Chapter I Boss: Leap speed has been reduced
Chapter I Boss: improved the Leap indicator, it is now more visible and more accurate.
Fixed an issue causing the Chapter III final boss to stay invulnerable and freeze when he should die.
Reduced the productivity multiplier from Expeditions levels by 50%.
It is now impossible to try to increase the quality of an item that quality is already maxed out.
Reduced Primordial Affinity prices for uber bosses projects at the Dark Market: from 10 000, 20 000, 30 000 to 2 000, 5 000, 10 000.
Fixed an issue causing loot level to be lower than expected during Expeditions.
Fixed a bug causing the productivity multiplier to be ignored when finishing an endgame expedition.
Fixed a bug preventing the productivity gain summary to refresh between endgame expeditions.
Removed the possibility to send stacks of items to endgame projects requiring items to complete.
Fixed an issue in the way the Genesis helmet skill casting effect was computed. Skills launched by this item cannot proc the effect themselves anymore.
Fixed specific tiers of helmet and boots that were able to have 2 sockets.
Fixed some low Tier of magic effects on armor being able to drop on chests at a higher level where they shouldn't.
Fixed a bug with Block Efficiency making it unable to roll on shields after the level 90
Tier 1 to 12 modifiers for accessories now have a Critical Damage value of [5-6] to [19-20] instead of [5-10] to 25-30]
Tier 1 to 12 modifiers for gems now have a Critical Damage value for Attacks and Spells of [9-9] to [20-20] instead of [14-14] to [25-25].
Tier 1 to 12 modifiers for gems now have a Global Critical Damage value of [4-4] to [15-15] instead of [9-9] to [20-20].
Fixed inventory equip weapon sound.
Fixed music stopping after certain cutscenes.
Fixed pacified human enemy voices.
Fixed Aurora Knight's sacred orb attack playing twice.
Fixed missing offering shrine interaction sound.
Fixed the Tormentor's big attack sound and his lost voice. He had a bad cold.
Fixed missing Yudai's convert corrupted Guardian energy beam and explosion sound.
Added a missing unlock dye sound.
Fixed an issue with Unique item drop sound sometimes not playing.
Improved Slayer's Flurry sound.
Improved skill learn sound.
Improved gameplay ingredient artillery explosion with debris detail.
Mixing improvements for item drops and level-ups.
Optimized positional sounds remaining active after having left a location.
Restored ambient sound to some areas where it failed to start.
Replaced Sinadrahel's voice.
Added Korean localization.
Updated English localization.
Updated German localization.
Updated Polish localization.
Updated Russian localization.
Updated Simplified Chinese localization.
Updated Brazilian Portuguese localization.
Updated French localization.
Updated Spanish localization. |
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Nodrim
Posts: 9598
Location: Romania
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Posted: Thu, 27th Feb 2020 10:19 Post subject: |
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got it from aiiii caramba arhentina, and it kept me hooked till 1 am last evening, which hasn't happened in a while. It's buggy, and floaty, but it's enjoyable.
Clown Fiesta
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Thu, 27th Feb 2020 10:28 Post subject: |
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Performance is worse, somehow. Got a disconnect, so maybe it's that (choppy connection).
Oh and they ruined my build... adding a CD to my main damage skill (bleeding edge)...
Basically making it useless...
Guess I keep playing satisfactory instead... not much sense playing this now anyway.
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Thu, 27th Feb 2020 12:38 Post subject: |
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Story?
And yeah, 10 seconds bleeding edge is insane. It's a Rage burner, it's kind of limited by that already...
Make it cost more rage to use, but not hard 10 sec CD. It's still a good damager, but so is hitting enemies with default attack now...
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Nodrim
Posts: 9598
Location: Romania
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VonMisk
Posts: 9468
Location: Hatredland
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Posted: Thu, 27th Feb 2020 12:59 Post subject: |
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Posted: Thu, 27th Feb 2020 15:10 Post subject: |
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Posted: Fri, 28th Feb 2020 07:44 Post subject: |
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Sure it's buggy but I'm enjoying it more than any other recent h&s, D3 was good but it really lacked challenge and was way too easy, here you need to pay some attention at least at times to not die. It looks pretty, the combat feels good, loot is alright, skills are cool. Replayability may be low but it's initial playthrough is decent and enough for me.
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Nodrim
Posts: 9598
Location: Romania
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Posted: Fri, 28th Feb 2020 08:18 Post subject: |
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Posted: Fri, 28th Feb 2020 11:26 Post subject: |
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Game has worked for me pretty much flawlessy till the latest patch (other than some single player bugs), now im getting very annoying crashes and other glitches in expeditions, also lag and other shit has been introduced. Think i will keep couple weeks break and see what the next patches will bring, have played too much recently anyway, game has huge potential to be very good "Diablo 3".
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Fri, 28th Feb 2020 11:38 Post subject: |
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The main thing this is missing for me and which pretty much made me quit is any meaningful loot.
It's the same age-old story again and again. Loot is boring AF and the RNG factor is so insane, that finding an OP Item is nearly impossible.
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Posted: Fri, 28th Feb 2020 11:45 Post subject: |
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There is no RNG in unique items, legendary items in the other hand can be hard to get with correct rolls, but this is really how it should be, i agree with you tho with the boring loot, most uniques needs some rework, some of them dont even have any "unique" stat on them.
If you want OP, you should have used upgrade item feature in the dark market, you could have "upgraded" unigue item to legendary, keeping the all stats and adding more to it (its fixed tho now), but they said they will bring that kind of option avalaible later tho which is sweet.
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Posted: Fri, 28th Feb 2020 13:46 Post subject: |
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Who is responsible for the cartoony animations Those in-engine cutscenes look like a disjointed mess They forgot to model slow walk animations, thus slow walk is just a person moving on a predefined path and the animation is playing at standard walk speed (so waaaay too fast for the speed the char is actually moving at )
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Posted: Sun, 8th Mar 2020 12:06 Post subject: |
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sooo 1.0.8
is this now playable (i.e. have the most frustrating bugs been ironed out) ?
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spajdr
Posts: 1842
Location: Czechia
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Posted: Sun, 8th Mar 2020 12:19 Post subject: |
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@pho08 : no, give it a few months, I would advise to try it around autumn time again.
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Sun, 8th Mar 2020 15:05 Post subject: |
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unreal this "1.0 early acces" is still a top seller on steam ( nr1 in my steam list i saw this weekend)... consumers really dont care or people really are bored af of d3 and poe and craving the hack n slash fix real bad they willing to betatest a game claiming tio be out of beta but clearly isnt
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