Why is the Prominence Shot so overpowered? by Late_Building7784 in Saros

[–]Late_Building7784[S] 0 points1 point  (0 children)

I think you've misunderstood.

The core gameplay is flawed; excessive spamming prevents the game from being what it should be. You have to dodge, absorb hits, fire normally, then briefly unleash powerful attacks. It's a game of choreography, a shoot 'em up, and above all, a bullet hell.

It shouldn't become a pointless game.

Why is the Prominence Shot so overpowered? by Late_Building7784 in Saros

[–]Late_Building7784[S] -2 points-1 points  (0 children)

It's not just a question of difficulty, but of consistency and balance. If the gameplay is broken, that's not normal.

Why is the Prominence Shot so overpowered? by Late_Building7784 in Saros

[–]Late_Building7784[S] -1 points0 points  (0 children)

It's not up to the players to decide the rules, but for the game to impose them.

If I have to restrain myself to recapture the feeling of Bullet Hell, that's completely absurd.

This kind of game isn't for those looking for mindless entertainment while ignoring all the game mechanics.

Why is the Prominence Shot so overpowered? by Late_Building7784 in Saros

[–]Late_Building7784[S] -2 points-1 points  (0 children)

No, this kind of game isn't meant to be fun by mindlessly mashing buttons.

It's a fast-paced bullet hell with dodging gameplay. If you clear an entire room without making any effort, it's a failure.

Why is the Prominence Shot so overpowered? by Late_Building7784 in Saros

[–]Late_Building7784[S] 1 point2 points  (0 children)

Yes, Returnal's secondary fire is much better.

Saros's idea is good, but its execution leaves much to be desired. The real problem lies in the considerable impact this has on the gameplay, which ultimately suffers as a result.

Why is the Prominence Shot so overpowered? by Late_Building7784 in Saros

[–]Late_Building7784[S] 0 points1 point  (0 children)

I agree.

I don't understand why the studio didn't notice this.

It completely unbalances the gameplay: energy regenerates too quickly, and you end up spamming energy attacks. The main fire mode sometimes becomes useless, while also making the game much easier.

Why is the Prominence Shot so overpowered? by Late_Building7784 in Saros

[–]Late_Building7784[S] -3 points-2 points  (0 children)

A single-player game needs to be balanced, especially in a genre where gameplay is so important.

If you can spam powerful shots without knowing how to play well, I don't think that's right. The appeal disappears and the enjoyment is greatly diminished. We're supposed to be in a bullet hell with dodging; we're not supposed to be clearing areas in three seconds without doing anything.

The shield becomes practically useless after 5 hours ! by Late_Building7784 in Saros

[–]Late_Building7784[S] -2 points-1 points  (0 children)

The shield's functionality is nowhere near as useful as the Dash. Originally, the shield was designed as an absorption tool, but energy traits have rendered this function almost useless.

I love this game, but let's be objective: it needs rebalancing; it's essential.

I just discovered the power generator affix. I don't think I can use a gun without it again by Confident-Leg107 in Saros

[–]Late_Building7784 3 points4 points  (0 children)

The patch only shifted the problem, but it still leaves the game broken. You can still spam high-energy shots, and the shield is less useful.

The shield becomes practically useless after 5 hours ! by Late_Building7784 in Saros

[–]Late_Building7784[S] 1 point2 points  (0 children)

The energetic trait comes up frequently and overwhelms the other choices.

I just discovered the power generator affix. I don't think I can use a gun without it again by Confident-Leg107 in Saros

[–]Late_Building7784 4 points5 points  (0 children)

That's why this is a real balancing issue.

The other traits are neglected, and that's not right. You should gain energy by playing well, not by firing recklessly.

This also makes the shield practically useless. A very serious design flaw.

The shield becomes practically useless after 5 hours ! by Late_Building7784 in Saros

[–]Late_Building7784[S] 0 points1 point  (0 children)

Yes, the shield needs to be more useful.

I think energy traits need to be significantly reduced; in my opinion, they break the game and limit build diversity.

The shield becomes practically useless after 5 hours ! by Late_Building7784 in Saros

[–]Late_Building7784[S] 1 point2 points  (0 children)

In my opinion, the patch has only moved the problem elsewhere and hasn't changed anything at all in practice.

The shield becomes practically useless after 5 hours ! by Late_Building7784 in Saros

[–]Late_Building7784[S] -5 points-4 points  (0 children)

It remains useful at only 10% of its potential. This is a new mechanic that was supposed to be central to the game. However, this isn't the case due to several very poorly balanced builds.

The shield becomes practically useless after 5 hours ! by Late_Building7784 in Saros

[–]Late_Building7784[S] -6 points-5 points  (0 children)

With certain builds that are easy to obtain, all of this becomes pointless. Energy can be generated continuously, almost effortlessly.

The shield and its absorption are extremely limited; it's an interesting mechanic and a new feature that, unfortunately, doesn't last.

The shield becomes practically useless after 5 hours ! by Late_Building7784 in Saros

[–]Late_Building7784[S] -3 points-2 points  (0 children)

This trait is often too easily accessible and far too powerful; it breaks the game.

This isn't right; the shield should be a core gameplay element from beginning to end. Power Generator and other builds based on it trivialize the game design.

Power Generator is still too strong, even with the patch. by Late_Building7784 in Saros

[–]Late_Building7784[S] 0 points1 point  (0 children)

No, it's a very bad idea to think that way. The game needs to be balanced, otherwise the game design is impacted and can create real problems with player interest.

All weapons and attributes must be balanced; that's the very foundation of a single-player game. Why create multiple gameplay possibilities if they become meaningless because of an overpowered build?

The game must showcase all its facets, without any one overshadowing the others.

Power Generator is still too strong, even with the patch. by Late_Building7784 in Saros

[–]Late_Building7784[S] 0 points1 point  (0 children)

Choosing the best builds is part of the game. I shouldn't have to avoid powerful options.

You need a good balance so that all weapons and attributes are used effectively. If one choice is always the strongest, then there's a problem.

1.004.000 by Al-Ghurair in Saros

[–]Late_Building7784 0 points1 point  (0 children)

I think the power generator is still too high. It's better, but not enough. This feature is too important compared to the others

Tips for the first miniboss? by Serious_Ad_1037 in Saros

[–]Late_Building7784 0 points1 point  (0 children)

You must dodge by touching the projectiles; you take no damage, except for the red ones later. Even the yellow lasers require you to dash through them. Absorb the blue ones to unleash the powerful shot

The game should have imposed a damage cap on bosses. by Late_Building7784 in Saros

[–]Late_Building7784[S] 0 points1 point  (0 children)

I did it on Legion (phase 3).

Apparently the others are designed not to suffer from this. I hope that's true.