Some feedback about last update 从官方论坛复制来的,有没有英语帝可以翻译的?
Some feedback about last update« on: May 31, 2015, 08:55:38 AM »
Last month has been a blast! That being said, having unlocked all the weapons for all 4 characters, I feel it's time to give some feedback about what has changed, and the current state of the game! Keep in mind it's only my opinion, based on my experience (and a few discussion with other players)
So much has been added and changed, it's tough to talk about everything, but I'll try!:D
1/ Regarding ennemies :
Three major changes here :
- there is no more simple color swap! Now all the ennemies have high-level elemental variations, with different skins and patterns! And it's AWESOME. Even some "basic" ennemies were changed, like the Ogre that has this annoying grab charge now. I don't think this was ever a major complain about the game, but it has been improved nonetheless!
- goibniu ghosts in Hall of the Fallen. Damn I hate and love those ennemies. I'll be honest, I always try to fight them one at a time. Very fit to be the hardest common ennemies of the game!
- two new mini-bosses, the Hermit Crab and the Mega-Siren. Finding them was cool, fighting them is fun, everything's good!
2/ New game structure : Daehman, Magics, and merchants access
Probably the deepest change, gameplay-wise, of the update, is the addition of a "classical", baseline double-jump, instead of it being tied to Lightning Magic. At first, I was a bit sad that Bolt jump was gone, I felt it was something that made Valdis Story a little different from others games, since the double jump was a choice rather than a standard upgrade...and I still feel that way. That being said, I must admit that the new double jump really helps the flow of the game. What's interesting, is that it was also integrated to the combo system, with a new tag added for attacks following a double-jump! So yeah, all in all...it's an improvement, especially the fact that you can get it early.
One thing to note about Daehman is that he overall buffs all the characters, making them stronger. More combo, more mana regen, more crits...even if a character doesn't use all the mechanics, there will be a relevant upgrade.
Also, there was a global rebalance of spells. Fire direct damage has been nerf, but the Dot has been buffed, making it more strategic and adding real value to the Affliction stat, which is good! Lightning gets Bolt Shackle, a very fun spell that expends Aerial combat, like Bolt jump in its time. Volt Aura is also more usefull and effective.
Warp Blade was also changed, and deals Void damage instead of extra physical attacks. While I understand the change, I feel it's a little nerf to pure physical builds that don't rely much on the Magic attack stat. The spell has an innate Spell Ruin of 30, which is a lot, but from what I've tested, it leaves Physical builds without a really good Up spell option. Warp Blade is "ok" for them, good versus Angels but really "meh" versus Demons.
Now another really big change is how early merchants that sell accessory are accessible, and I'm very, very, very pleased to see how the game opens up after reaching Ishk/getting Dragon Punch. It also means that with some farming, almost every weapon and armor can be upgraded at that point, and the rest is only a couple Bosses away at worse. This is really great, since it means that you only need to kill about 6-7 Bosses to reach that point, leaving 2/3 of them open to..."experiments":P
3/ Regarding Bosses
- a few bosses were changed, namely Treu, Anemone, True Anemone, and Eye of Myrgato. I like all those changes.
Treu has been again reworked! He's a little more dangerous due to his lighning bubbles counter, but he's way easier to reach during his Ray phase now, and I must say I prefer not having to switch to Ice Pillar mid-fight.
Anemone now summons two Mega-Sirens at one point, which I think was a nice idea to re-use this ennemy. Hence, the fight is a little more difficult and diverse, and I like it!
True Anemone was nerfed quite a bit...but her orb phase is indeed more interesting that way, seeing as we have now a lot of tools to punch her in the face (I like the fact that you can use frozen allies/ennemies as platforms, makes Ice Pillar and Bolt shackle optional, and gives room for impovisation).
Myrgato is, in my eyes, a little easier and more fair than before, since she is more reactive, and spam her dash attacks less. She has also more openings, which is good, but more dangerous counters. So yeah, I envoy her more now.
- new Bosses! 6 of them! Let's take a look!
* Abbygail : really cool fight, lots of flavor, but maybe a bit easy (hard to judge since I usually fight her at level 10-11). Can easily be comboed. Also, I haven't fully understood what's her "Blue bar" effect. Something like an incantation time before her big attack, where she's standing vulnerable. If that's the case, I feel that she should have more punishing counter mechanics while she's in the air, maybe flying higher in the room? The Ice shards are not really threathening and disappear too soon to really be a problem. Also, her big attack isn't very dangerous (certainly not Jazracht level, for exemple)
* Lozzo : really good fight, relying on combo-knowledge. I feel like he's lacking some health, but that's it.
* Possessed Dhistan : now we get to think twice before deciding to go after Azudor or Dhistan in the mines. I like this Boss, it's very reminiscent of "normal" Dhistan, but you have to be a bit cautious before rushing in melee range.
* The Abomination : fair fight, but a bit static. You just have to know when to retreat and when to come back. That being said, it's the third fight in a row, so...Looks awesome, anyway. The Dark tornado is a bit weak damage-wise, in my opinion.
* Raggano : also cool, but too easy! Even if it's sometimes hard to find Raggano in the Poison mist, and with him going into Stealth, with all the ennemies spawning, he takes a lot of damage, and his attacks are not threatening at all! Also, I do not feel compelled to break the Poison machine above the pendulum platform in that room, and I think it's a shame! In my opinion, the fight would be more interesting if Raggano was invincible as long as the Device isn't broken (maybe in Veteran/Godslayer only?). It would add a small platforming phase in the upper part of the room, but not too long.
* Leilodin :...what can I say, the hardest fight in the game. Eye of Myrgato has finally been dethroned! Awesome design, multiple distinct phases, hard-hitting and though, but fair! I really like and fear it, as it should be! It requires knowledge, reflexes, and strategy (dat Lion!). Really really great Boss.
- what's left? Well, to be honest, I still think that Eye of Alagath is a tiny little bit too weak. Her casting phase is not really challenging, there will be at worse one or two Ice rays to interrupt you, and that's it. I feel there could be something else happening to disturb you at that time like Lightning balls bouncing in the room...
4/ Vladyn
Great character, both lore and combat-wise. His story is the most interesting one, in my opinion, with an awesome revelation at the end. I also love it's cool and composed behavior, less badass than Wyatt, but more calm and always aiming to see the world as it truly is.
Now, mechanic wise, a few things : I like both his ranged and melee playstyles, they're varied and powerfull. The summons are really cool too, and really well balanced, they're usefull but not over-powered. I also really like the fact that his weapons are kinda hybrid, damage-wise, it opens a lot of built possibilities. His air-dash feels amazing, and really helps to make him different from the other characters.
That being said, I still feel some things could be improved. In regards to his skills and affinity choice, for exemple. Vladyn, even though he's the ranged character, has 2 ranged weapons versus 3 melee ones. In itself, it doesn't bother me, but...his Markman's skill tree is only usefull for the ranged weapons. More over, his 100 Demon Arm tree is two trees in one : it buffs Minions and Melee.
The consequence is that, if you use a melee weapon as Vladyn, you end up with almost the same Skills than the other two melee options. It's a bit a shame, since it also means that you're almost always gonna improve your Minions when going melee. I feel like giving a little more non-ranged options in the beginning of the Markman's tree could help. Dexterous could work for all the attacks for exemple. Switchblade could be at a lesser Tier, also, things like that.
Regarding the 100 Demon Arm tree, there are quite a few very very specific skills, and I don't know what to think of them, since they're mandatory for other really usefull and powerfull skills. I feel that most of the "Demon arm only" skills should also effect the Chakram and the Kriss. Carapace could be a straight +5% Attack for exemple. Charkam is the one weapon really suffering from this, since it benefits a lot from Marauder but has to take a total of 4 useless skills to reach it.
Is that saying that Chakram and Kriss are useless? Far from it! So it's not really a problem, in a sense.;D
Now, a thing maybe a little more serious, is the fact that Vladyn gains a lot of Dark affinity point in the 100 Demon Arm tree...which makes perfect sense, lore-wise! But I was wondering if it wouldn't also make sense if Vladyn was beginning with some innate Light affinity. After all, he's an angel, and not a mixed-blood like Wyatt or Gilda. It would also allow for some interesting builds in Light affinity (and yes, I know, pure Luck Light affinity minion build, but I'm sure it would not be more powerfull that some already existing builds...like Fighter's bandage unarmed for exemple...) There is also the fact that he's the only character with two starting dark-aligned weapons...
But overall, it's really nitpicking, Vladyn is a very fun character to use, it's just a shame that he has a little less build diversity than the other characters.
5/ Gilda
Very interesting to play and to build. Has a very aerial feel due to her innate double-jump. Also has some of the better lines in the game.;D Love that character, the beginning is so haaard, but she keeps getting stronger and stronger. I really like her Burst mechanic, it offers her two kind of gameplay : burst-based, very comboish, and non-burst, where the goal is more to swing high damaging spells of the correct element. Also love her weapons. The only things I can think of is that it's a bit a shame that so much of her skills are Int-based (but I get that it's the caster character). Also, Blight Dragon is over-powered...really. Just the 1/4 of Int to all stat is awesome, but it's also Poison Immunity AND level 3 Poison Magic. Woaw. Poison immunity could go to Wyvern for exemple.
But that's also nitpicking, had a blast playing as Gilda.
6/ Slaegga : Golden weapons and Goibniu markings
What? One new weapon for EACH character? That's crazy! And crazy good, also! I really like all of them. My least favourite is the Golden Kriss because it only has two animations, sadly.:'( But the effects are very interesting! About the Goibniu markings...I think it's a nice reward for beating Leilodin. I see it as a an icing on the cake, since you can only get them at the very end of the game, and being level 20 is better when facing Leilodin anyway!
7/ Hats!
Another cool addition to the game that adds another layer of gameplay. Now, to be fair, I only use the Red Berry Beret to get the 3 health charms, and after that it's Laurels on the way...which is kinda sad. I'd really like to have more insentive to use the Tricorn and the Cowboy hat, but double the Bosses rewards is too much for my OCD::) Also, the Hats being Luck-based make it a non-challenge to keep them with a Luck build.:'(
Not really sure how it could be better...perhaps making the Laurels effect baseline to all the Hats and give them another effect, like increased drop rates? Also, give a set chance to fall to all the Hats? Dunno about that one...
8/ Final thougths about balance : Strenght and Accessories
I love this game so much, and what I really prefer is the number of builds you can imagine and try, the little synergies to find and exploit...and there is a LOT to do.
But, after playing for quite some time, and talking with other players, I've notice two things that could be improved :
- Strength synergy. Of all the 4 stats, I feel that Strength is a bit under-whelming, and that comes from the fact that in most case, it's just better to invest in Agility. Agility gives more damage, it's obvious, and it's fine, each stat should have its importance. But the problem here is that Strength gives very little aside for a small increase in HP and Attack. Some more HP is always nice, of course, but the amount is not that great, espeacially now that there is 8 health charms available. Even pure Int or Agi builds end up with a comfortable amount of HP, so it's less impactfull than before.
As for Attack increase, it's nice, but falls short due to Armor Ruin being so important mid-late game. Also, the way the game handles the Buffs, it benefits a lot more to Agi builds with little Attack than Str builds with little Ruin. And I think it's my main point : there is a lot of Attack buffs in the game, but few Armor ruin. To buff Attack, we have : numerous skills, one spell, one assist, one armor, and three accessories. For Armor ruin, we have : a few skills, specific weapons/weapons upgrades, and one armor. I feel like Armor Ruin gains could use a little buff, overall. That or increase Attack gains from Strenght points.
- Accessory balance. First, let's talk about the elephant in the room...Fighter's bandage.;D In my experience, it's...too powerfull. Now, having better accessories than others is perfectly fine. But this one gives too much Attack. 546 is too much, even at level 20. Now, what are the under-used ones?
* Crusader Amulet. While the Attack speed and the Mana leech immunity are really good, 0% crit is a huge loss, and is almost never worth it, damage-wise, except for a pure Int build...but there are already a lot of other accessories supporting Int builds better (Sorcerer Regalia or even Highlander Hood) Judging from the stats on it, it's aimed to some kind of Str/Int build, where the crit loss isn't that big of a deal...except Str already kinda struggles, damage-wise, and as soon as you reach 30% crit chance, 15% attack speed isn't worth it...more or less...and it's really easy to achieve 30% crit chance nowadays, with the Laurels, and the Cunning skill being one of the most obvious one to get...I've really tried to make it work, but it's really not that good, for such a huge drawback. I think just halving the crit chances would be enough.
* Tunnel Vision. Even taking the stats into account, it's almost always a worst Weighted Bracers. With the Daehman addition, the Weighted Bracers drawback is almost non-existent, making it a fair accessory to use, little gain for little risk. Tunnel Vision on the other hand is a high-risk little reward accessory. It's hard to use, seeing as it can reset, and +30 Attack is not that great, especially since it comes with a -40 Armor. Now, I think it would really be interesting to make it so that instead of Attack, it gives Armor Ruin. It would give another option to Strength-based builds, more powerfull, but requiring more efforts.
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And that's it for my complete feedback about the game!
Keep in mind it's just what I think, not an absolute truth, and if you agree or disagree with any statment I made, feel free to give your own opinion!
At its release, Valdis Story : Abyssal city was already my favorite game ever. While I've seen some changes that I don't like, they're only a tiny tiny tiiiiny part of all the changes and updates that were made, and the game has only evolved in an awesome way, Endlessfluff having been able to take not only positive but only negative feedbacks to improve the overall experience, while staying true to their game.
And to that, I'm truly and deeply gratefull. Thanks for making this game. It rocks. 解锁4个角色的所有武器
怪物配色多样化
堕落大厅的怪物吊的一腿(欢迎自虐倾向的玩家尝试)
新增2个迷你boss 地点需要自己摸索 战斗模式也会非常有趣
最重要的改变: 两段跳的提前出现 让探索变得简单 实现新的连击可能
daehman提高的是所有角色的属性
平衡了一些法术
扭曲之刃由物理伤害变为了法术伤害 因而稍微削弱了物理流打法
究极重要变化 你只需要打倒6.7个boss就可以解锁商人 这意味着你可以很早就能够升级所有的武器和装备
3 boss进行了一些平衡
新增6名boss
4 Vladyn人物 布拉布拉布拉
5 Gilda人物 布拉布拉布拉
6 为每一位角色增加一把武器
7 帽子 貌似是增加幸运的玩意
8 力量属性对角色提升不高
斗者徽记实在是太imba了
最后谢谢作者 这个游戏真tm好玩
我没玩过这个游戏你要是对哪一部分特别感兴趣我也可以单独帮你翻译该部分 本帖最后由 bqwt2009 于 2015-9-13 12:12 编辑
:):handshake
翻译得无人能比,太完美了
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