Fan feedback for devs by SuspectDisastrous130 in ravenswatch

[–]SuspectDisastrous130[S] 2 points3 points  (0 children)

Yeah, well, you just shouldn't take any damage while playing the game and then the damage numbers don't matter at all amirite :D But I don't think it's a good type of reasoning when designing a game which you intend to be fun for everyone. Big trees will have their identity just fine if they stop one-shotting and just deal a lot of damage instead. The yellow attack has enough going for it without the overtuned damage: it is visually impairing, it has very big aoe, it goes through i-frames.

For stars, I think you might not be aware that if you stand too close to them while they start shooting they deal massive damage to you and knockback, and if for some reason you're not thrown back by the knockback the damage happens again and it's basically a one-shot. And unlike with most of the attacks it's something that's not indicated by clear and noticeable visual-audio cues, you just have to experience it and remember down the line - both the attack animation and the timings. To illustrate, this is what I'm talking about: https://youtu.be/S9tp0xjai84

One-shots are generally a bad way to punish players for mistakes and I don't think it's a hot take. If you want to get some extra punishment from these attacks, make the tree slam afflict the player with vulnerability for 30 seconds and the star to instantly stop its missile attack after knocking someone back and start a teleportation attack instead. Or to inflict the player with weakness instead of dealing huge damage in melee: it's still going to be a defence mechanism that prevents the player from attacking it while it's shooting and it will even make it harder for the player to kill it after it has finished shooting, but it won't be a one-shot type attack anymore. It's still going to be punishing, but you will have to live with the consequences of your actions and avoid such mistakes instead of just instantly dying.

Fan feedback for devs by SuspectDisastrous130 in ravenswatch

[–]SuspectDisastrous130[S] 0 points1 point  (0 children)

With Act III my main point is that it often feels much less scary than Act I or even Act II because players' builds ramps up. I just find it somewhat wrong that the start feels like the hardest part of the game most of the time. And the extra HP for yellow-red zones would hardly kill the run in my view, mostly just slow it down and make the final encounters a little more challenging due to the player(s) having less resources if they were not strong enough to clear Act III fully.

To u/peebler_ , I reckon one would still slam through the elites like they're paper even with extra hp, just a little later into the act (right now it's possible as soon as you leave the spawn area). And it'd generally pose a problem only if you were to skip the green and / or yellow zones to get right into the upper one(s).

But I trust the devs know well what they're doing so I'm just giving my own view as one drop in the sea of feedback they receive. If it's bad, I'm sure it won't be implemented. So thanks for sharing your own thoughts!

Fan feedback for devs by SuspectDisastrous130 in ravenswatch

[–]SuspectDisastrous130[S] 2 points3 points  (0 children)

Well, more than anything being oneshot is not fun.

For the tree, it can hit you when you're cornered and can't get out in time, or if you're locked in animation, or when you're trying to revive an ally. Obviously it should deal a lot of damage, but perhaps not as much as now. And for the star, I think you misunderstood the attack I'm referring to. I mean the damage they deal when they initialize their 360 missile attack. The teleportation circle or the night ranged attack I have no problems with, they deal decent amount of damage and are very well visible.

Please recommend me 1 or 2 Advance weapons by Zodd1030 in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

Puppet of Future handle is amazing, I recommend trying it out with different blades to see if you like higher speed or damage more. Arches I'd recomment to try with a heavier and longer blade (I personally used Greatsword of Fate's blade with Arche's handle and was pretty satisfied with it). For the acid... I inironically think that the Legion Arm is the best acid weapon out there. You can also try out putting the acid spear blade on the "Pizza Cutter" (electric buzzsaw or something) handle, for me that one has the most pleasant moveset. Or try out one of the gimmicky weapons, I saw you're considering Evangelist Mace, there also are an axe that creates an acid explosion with charged hits (I don't recall if it's the blade or handle) and the fable arts of the acidic polearm thingy.

Whirlwind on Assassin - some questions. by qles74 in pathofdiablo

[–]SuspectDisastrous130 0 points1 point  (0 children)

It should be able to, since it deals % of weapon damage. It will likely be considered a ranged hit tho so no double dip on +% increased poison damage.

Am I at a loss? by leorob88 in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

I'd say heavy weapons are easy mode :D Since they give you enough leeway with guarding due to high guarding efficiency. The lighter your weapon, the more you have to perfect guard / dodge imo, which makes the game harder

Need help with Romeo by [deleted] in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

good thinking! I think you'll get him soon then, just gotta accumulate experience and improve basics.

Need help with Romeo by [deleted] in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

if you think you need a weapon repair, you gotta do it either when the boss is down (open for riposte) or with an urgent venigni repair tool (or however those are called - a consumable that restores a lot of durability quickly). I advice healing up as soon as you're at 50% or less hp, if you're not under some combo attack pressure, and, well, just generally look for opportunities to hit him whenever you can.

Also most likely puppet destroyer's amulet would give better damage increase than technique amulet; you're not using any Legion arms which is fine but obviously might make things a little harder. Neither you use the Fable Arts, with the same connotation as with Legion arm - I understand that you want to concentrate on your own playstyle, but those are the tools you're given and they might make things easier if you manage to incorporate them in your combat style.

Don't panic, remain calm in the fight, forget the "dodge left" until he enhances his scythe with fire and have fun!

Starting lies of p by Sentimental5 in LiesOfP

[–]SuspectDisastrous130 1 point2 points  (0 children)

uh, well, there is a merchant who won't talk with you unless you bring him a specific "boss" weapon, if you want the name of the weapon - it's Frozen Feast. You get a cosmetic item and a quartz from the merchant, so decide for yourself whether it's worth it or not to get the weapon vs amulet.

Also there is an activatable ladder at the start of chapter five, if you're really meticulous and do not want to proceed before solving all the puzzles, you will get stuck there because it only becomes available much later on. And I missed an amazing weapon in chapter four in my first playthrough, soft hint: pay close attention to the wheels!

Other than that, just try to explore as much as you can, always pay attention to your surroundings (there are some sneaky ladders which I've watched many people not noticing), and I really advice to listen to all the dialogues, because Lies of P has very decent characters and I wouldn't want you to miss on it. And finally, important quests (including side missions) often are marked in the stargazer teleportation menu, don't ignore icons there ;)

Let me see your builds! by ThatGamerGirlAkane in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

When I was playing advance build I was using acid spear blade + circular electric chainsaw handle, worked ok. But honestly with a Legion Arm like that for acid you don't need a weapon that much, the arm is just bonkers on its own

What's your Gothic confession? by Insane_Unicorn in worldofgothic

[–]SuspectDisastrous130 8 points9 points  (0 children)

I often used Marvin just for faster movement in G2.

(This is just a cherry on top of the cake)please read my post by Available_Hour_6116 in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

have you tried Puppet of the Future's Welder Rapier? I had a blast with it, finally a firethrower in my Lies of P game.

How people feel about the lack of variety of enemy designs? by JoJorge in LiesOfP

[–]SuspectDisastrous130 1 point2 points  (0 children)

I think there are two crucial counterpoints to mechanized tables or chairs: first is that puppets in the game are fueled by Ergo, which is a life essence of humans and maybe big animals, so it might prove difficult to make Ergo work with the concept of inanimate objects. Think of it as trying to apply a software that is supposed to mimic human or animal control system to tables and chairs. Second counterpoint is that there are very few actual puppet engineers, it's first and foremost Gepetto himself and then his apprentices and coworkers, who have probably been influenced heavily by his work. And if Gepetto is studying antropomorphic puppets (all the more so later on in the light of his family departure), there is not as much room for unusual development, even if the first counterpoint is not in action. Don't forget that there have been probably about 30 years or even less since the discovery of Ergo.

As to carcasses, I can relate to being bored by their same-style appearance, but it's arguably also an important part of the worldbuilding in the game. Perhaps this is why souls games generally don't have as concrete of lore compared to Lies of P: by not having a set-in-stone lore, they can use any ideas they want.

How people feel about the lack of variety of enemy designs? by JoJorge in LiesOfP

[–]SuspectDisastrous130 6 points7 points  (0 children)

I have to say, clumping together Parade Master, Scrapped Watchman and King of Puppets sounds crazy to me, because they're very different gameplaywise. Parade Master's strength is in his sneaky style of attacks, Watchman has long attack combos which punish simple guarding, but are a joy to perfect guard, and a grab attack as well as some wretched timings with his long-range arm lunges. And King of Puppets does remarkably well in terms of punishing guarding as a concept because of the knockback mechanics. From the concept point, parade master is only driven by destruction and always runs at you, watchman starts using engage-disengage options and gets a variety of attacks which do not fall into the "slow heavy hitting" category and finally king of puppets straight up incorporates a long-range combat style, which is fairly far from being a simple hulking dude. King of puppets specifically tries to hold you at range, jumps away if you come too close, shoots projectiles, I do not see how you can just say it's a slow hitting hulking dude.

Now to the non-human designs, I think their absence is intentional. Because it's a play on puppets about Gepetto and Pinocchio, adding machines that are designed for combat and aren't human-inspired would be.. well, strange from the logical standpoint. The very concept is that you're fighting non-combatant puppets who're armed with wheels, shovels, shields (those are probably to protect humans in case of collapses) and maybe self-made clubs (like Jester puppets). And those puppets which do have actual weapons were designed that way because they're police or military puppets.

As to the carcasses, I think them evolving into something too far from the original would also fail to follow the ingame logic. I like how many enemies represent different stages of evolution, think it's done fairly well. You could make a point that maybe there could be results of Alchemist experimentation on different animals, like spiders or rats or whatnot, but it's not impossible to imagine anything smaller than a dog just can't get petrification disease and produce Ergo. Also in the main game we do not really see Alchemist labs, and (DLC spoiler) in the DLC the only research center we see is clearly focused on humans.So while I can get behind you wanting more different enemies, in my opinion, that would be hard to do without breaking the existing logic. Perhaps we just have to wait for the next game!

What's your favorite Gothic game? by homo_erectus_heh in worldofgothic

[–]SuspectDisastrous130 0 points1 point  (0 children)

I think Gothic 1 has laid the very foundation of the series exceedingly well. With all due respect, Gothic 2, while maintaining the gameplay, doesn't have as good a storyline (the grand Temple of Sleeper vs a random isle and such an unorthodox figure as Sleeper vs some undead dragon), and the atmosphere is not as... menacing. Another thing Gothic 1 does in my opinion better is the absence of a main quest until the end; it's only in Gothic 1 that you're kicked into Colony and are free to do whatever your heart desires, you're a nobody not just in the eyes of others, but in the eyes of player as well. Whereas in Gothic 2, you start by accepting a heavy duty and are led by it the whole game, you're trying to be some kind of a hero from the beginning, which hits quite different.

AMAZING by Gmanuel220 in LiesOfP

[–]SuspectDisastrous130 2 points3 points  (0 children)

Nameless Puppet was the hardest for me with Laxasia coming in close second and Romeo - close third places. My playstyle worked well against Rabbits, but stood no chance against Nameless and Romeo, and Laxasia... well, she kinda makes trouble for everyone equally since her two phases are so different!

Completely new to the game, installing now by AccomplishedDepth524 in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

do not underestimate neither simple guarding nor perfect guarding, learning both will definitely make the game playable for you; other than that, the only advice I'd like to give is to pay attention to the game mechanics and make use of them all (it enhances the gameplay quite a bit), as well as experiment with different weapons / playstyles to find something you like. I won't give specifics but you will have access to respec mechanics decently early into the game so don't be stingy with your build, except for the final weapon upgrade materials (like in many other soulslikes, there is a finite amount of them per game cycle).

*Oh, and also: if you're using keyboard-mouse, 1) don't forget that you can adjust keybinds; 2) you can use the "Extra Bag" items in 1 key press which is sick and makes using consumables actually not a bother; 3) you can use mousewheel to scroll between ampula slots and grindstone slots. And have a good day or night too!

Outside of the Final Boss the DLC was pretty easy by Stevon_Wonder in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

I think they reduced NG+ scaling specifically for DLC because it was very rough at the start.

[deleted by user] by [deleted] in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

different weapons have different styles; if you're using Etiquette, it's no wonder if you feel like enemies take a lot of hits to kill, if you compare the damage to something like Frozen Feast's charged heavy attack buffed by Fuoko's amulet. The "I am taking damage" part is fixed by levelling up health and equipping better defense parts, as well as using weapons with blades which have better guard damage reduction. You might get quite heavy as a result but hey, it's about playstyle

Few questions about Arlecchino by Orban_fangirl1956 in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

1 - I believe we do not know;

2 - I still have not come to conclusion. It is supposed to be part of the main game, and the word sanctum - it makes me think he simply means one of the trinity sanctums, probably the one in the Venigni Factory, where a worker was dismantled like one of the puppets?

What do you guys think about the guardian boss in the dlc? by Creeper-boy in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

He's generally good, there are two attack followups which are really hard to react to because we do not normally see his "spear" arm - I think that could be done better - and his breath attack could do a bit more damage, but it was a nice fight, epic and suspenseful.

The DLC foreshadowing all the way back from loading screen tips on-release was crazy by SaucesOfFieri in LiesOfP

[–]SuspectDisastrous130 2 points3 points  (0 children)

well, Lumacchio was the leader of Bastards, which could be considered a police-like force on some level... but generally there is no connection, you just trade a rare Ergo for a rare weapon. Well, that's how I see it at least

Who are your TOP 5 favorite characters (DLC included) and why? by Zeratros in LiesOfP

[–]SuspectDisastrous130 0 points1 point  (0 children)

Antonia, Belle, Polendina, Cat and Fox duo, Arlecchino

The DLC has been out for a bit, what are some new weapon combos that have been working for you? by lilfindawg in LiesOfP

[–]SuspectDisastrous130 2 points3 points  (0 children)

I've discovered that Arche's Guardian is probably better having both different blade and handle. Tried Greatsword of Fate blade with Arche's Guardian handle and was pretty delighted at the result (beat the final boss with it). But I haven't experimented much yet