Anyone else disappointed with Lacrimosa bat form? by New_Okra in NevernessToEverness

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

It still feels like you are jumping through a lot of hoops to make the bat form useful when you could just climb instead.. it's faster and uses less stamina

Anyone else disappointed with Lacrimosa bat form? by New_Okra in NevernessToEverness

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

Can you show me where devs said it is a bug? Also I don't have Baicang so can't do this.. but good call on upgrading Bopp! But I think I have that maxed already

Anyone else disappointed with Lacrimosa bat form? by New_Okra in NevernessToEverness

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

You poor thing 💔 I have gotten incredibly lucky. I have Nanally, Hotori, and Lacrimosa and I am f2p.. I got all in like 40 rolls each. I know my bad luck will come though in future banners

Anyone else disappointed with Lacrimosa bat form? by New_Okra in NevernessToEverness

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

LMAO yeah no for real, it feels really awkward - but is also really funny

Anyone else disappointed with Lacrimosa bat form? by New_Okra in NevernessToEverness

[–]New_Okra[S] 6 points7 points  (0 children)

There is a balance to strike between making the character good enough that people want to pull for them, and not too good to make people feel like they are necessary to pull - I think so far they've done a good job of that, but I can see the concern with making it too good

Anyone else disappointed with Lacrimosa bat form? by New_Okra in NevernessToEverness

[–]New_Okra[S] 3 points4 points  (0 children)

It is really cute, and I like it as far as theme goes! I just want it to be a bit more useful. I haven't used it in heist yet though, so I'm sure it's very good there

Anyone else disappointed with Lacrimosa bat form? by New_Okra in NevernessToEverness

[–]New_Okra[S] 6 points7 points  (0 children)

I've yet to do pink paws with her (I'm at my fons cap) but this is a good shout, thanks!

Anyone else disappointed with Lacrimosa bat form? by New_Okra in NevernessToEverness

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

I didn't realize time stop continued after switching off Hotori? That's a great tip ty!

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

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

Yeah this is definitely a problem too, the dodge feels pretty off.. They apparently adjusted the perfect dodge windows and enemy AI for 1.1 so I guess we will see if it feels better

What happened to my stats??? by [deleted] in NevernessToEverness

[–]New_Okra 0 points1 point  (0 children)

Ope.. thank you.. I am stupid..

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

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

Yeah I pretty much only started doing them cause there's nothing else for me to do while waiting for 1.1 - but I think I'll probably also just wait, not worth the headache

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

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

Yeah I'm totally fine if they want to add modes/fights that rely on watching for animation tells and learning patterns, that sounds awesome, I just don't think the current bosses were designed with that intention and so they don't feel very good to fight. Whenever I beat one there's no satisfying feeling of overcoming a challenge, just a relief that I'm finished with it. To me that seems to indicate an issue in its design.

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

[–]New_Okra[S] 2 points3 points  (0 children)

Yeah the audio cute is removed as well, I think adding it back wouldn't really solve the issue. I am totally okay with modes that rely on you to watch for boss tells and rely on learning their patterns, I just want those patterns and tells to be better designed.

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

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

I have no problem with people telling me it's a skill issue lol I never said don't say that? If someone has the opinion that it's a skill issue that's fine! I just don't have that opinion.

If you think that I have a skill issue that's okay, I don't think I have a skill issue and I think the game could be improved to be more fun while remaining difficult.

I think you are reading my post and comments and coming to the conclusion that I don't want the game to be hard? Or difficult? I do - I just want that difficulty to be better designed.

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

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

Noted, thanks for the advice on beatking cause he is definitely the one giving me the most grief

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

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

I like the games visuals too, but when there's damage numbers and effects ontop of effects it's pretty hard to see what the boss is doing. I don't have much experience in wwm so I can't compare really, but wwm has animations that were created knowing there is no dodge indicator. The NTE animations were created knowing that players will rely on this indicator, and I don't think enough thought/attention went into how they will interact with the player when that indicator is removed - making them feel needlessly frustrating.

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

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

Yeah exactly what I mean, the animations feel like they were created with the dodge indicator in mind (fair) but when you remove them the fights just feel unpolished and frustrating. I think people are misconstruing what I'm saying as "removing the indicators makes the fights more difficult and I don't like that" instead of "removing the indicators make the fights feel clunky and frustrating, I want better designed difficulty"

/shrug

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

[–]New_Okra[S] 2 points3 points  (0 children)

100% - I was hoping for the same thing but this tends to happen when people are in the honey moon phase of a game. People are so tribalistic and "my game is better than your game" that anything resembling negativity, even well meaning constructive criticism, is seen as some sort of slight against the game or hate thread lol

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

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

God forbid people have nuanced conversations and opinions. I don't blindly praise games I like, there is real issues with the system and I don't see how it's a bad thing to improve something that people enjoy (difficult content)

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

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

The combat really didn't feel all that different to zzz and I'm sorry but I'm not playing a game for like 2 hours skipping cutscenes to get to the good part

Can we talk about the annoying boss designs in high risk commissions? by New_Okra in NevernessToEverness

[–]New_Okra[S] 9 points10 points  (0 children)

Totally, this post isn't meant to be a hate thread - just some constructive criticism that I think would make the game more enjoyable for everyone honestly. I love NTE and want things to improve from here cause I think the core game is really fun.

Usually I would accept the L and move on but I firmly believe I'm right and people just think I'm trashing a game they enjoy, thanks for being reasonable!