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after that it gets easier and easier with some bosses trickier than others. I unwillingly overfarmed my character and I stomped a good portion of the the game till one of the last (last i think, havent finished yet) islands
Leveling is done through upgrading your armor and weapons and placing sockets. The talisman system is also a way of boosting your stats and adding abilities.
don't know how far you are
frankly the same issue i had with the EA seems to have gotten even worse in the "new" areas
there's a lack of shortcuts, a lack of "bonfires" and "leveling" takes quite some grinding
this combined with some strange balancing makes the later stages feel frankly quite annyoin
the artstyle is brilliant, the OST on point, the VO is great, heck i even like the plot, but the actual gameplay realy could need another serious look at. if you follow the story-course and hit the Solar Forge (for example) when the game suggest you should go there, it can be a literal nightmare. spongy mobs, 1-hit-insta gibs (especialy the large-shield-dual-laser-pew-pew-mobs).
up until Radix and Solar Forge the balancing felt fine and okay, but then it just got weird.
also the amount of materials you'd need to somewhat upgrade your gear (nevermind that you'd have to repeat the process if you want to wear other armor) is also kinda bonkers.
i did some grinding, i didn't switch weapons or armor (so either are as upgraded as it can be) and i do barely any damage (2-handed pure dps build) while beeing pretty much dead the moment i get stunned...that ain't normal, and i played pretty much every soulsclone.
Totally understand the frustration. i recommend trying to build up health and armor runes. tankiness is actually the hidden OP build in this game. If you have high health and defense you can block tons of things. if you need more resources try taking a break from grinding and explore the ocean. there is a lot of floating loot that can really push your gear levels. hope that helps and I hope your experience with the game improves!
I dont think this drink should of made it to the game to be honest but it seems the levels are based around having it, some of them are extremely long ie Radix Stronghold where you take chip damage and dont care. I was in Radix for 2 hours wandering around doing the quests and never used a Bell apart from the Skeleton bosses (where I used many)
Also if you never actually hit a bell respawn mobs dont seem to respawn (in Souls when you use a Bone it normally auto triggers the bonfire respawning mobs from memory), so you can actually clear a zone, leave and come back and im sure everything is still dead, because you can travel from the menu not the bell itself
I did find the Church area immediately after the first zone and did the boss without these drinks and died 10 times, then I killed it; got the Boss Pommel (corruption per second) got the Spirit Drink and basically cleared every zone up to the Flare Forge with maybe 1-2 deaths per zone. I die mostly to fall damage or Bosses currently, apart from the Church area ive only died a single time to a regular mob; because I didnt use a Bell and decided to keep fighting at 5%hp
Still a great game so far and having a blast
I am no souls veteran and what I know is cause I played a bit some and watched friends and YTs this is not a pure souls, I think its more akin to a "difficult" diablo oldschool
But at least it's not too expensive, so I might give it a try anyway! :)
fact of the matter is that even fully geared (you need to unlock another "smith" to progress your gear further), with the max rune-level available (2 runes per piece at that point, either purple or blue, which is already an insane amount of grind mind you), and a fully stacked weapon completely build around damage you need way to long to kill stuff (apart from bosses, don't know what some people are on about here..bosses usualy die very and i do mean very fast: 1 buffed combo, 1 fully stacked spcial and most boss fights are over)
again: at the point i'm at i would need to unlock another npc to upgrade (tha's what the game tells me)
yet trashmobs need 2, some even just 1.5 good hits to off me (some rare "weak" mobs perhaps 3, which also includes thrown weapons chip damage, or ranged shots)
just as a math example: getting fully blue armor runes, takes a lot of other runes to be deconstructed (only way to get the currency to upgrade runes), you can at that point slot 2 runes per armor piece; i don't have the exact values now memorized these blue armor runes offer, but when slotting 1 to 2 my overall mitigation stat (in a best case scenario) increases by 1%, we are talking a decked out build ( at that stage) having 6-8% mitigaton.
the base values are just so tiny (armor doesn't realy provide mitigation, only flat health boni).
the only thing making sense at that point is slotting purple or blue health runes (they offer ca. 18 to 25% added health). nets you decked out around 200 to 250 health.
nevermind that you find some of the best armors quite late, aka the alchemical set and the 60% damage bonus on avoidance dodge, which would mean farming the currency and upgrade mats for 4 pieces again.
same goes for your "magic" buffs. increasing the level of the fire-book increases your fire attack buff by what? less than 1 per tick? and for the dodge perhaps 1 dps per tick? level 5 onward costs 5000+ currency. for the lightning damage buff it's atleast 10 more damage (not quite) for 1 strike.
now again: i haven't written down the exact numbers, but when an average enemy takes multiple hit combos, from a weapon which does around 120 to 150 damage without buffs...does increasing the level of your "magic" have any effect? again for the weapon-buff (fire) it's less than 1 damage per tick. ...for enemies with atleast having 500 to 600 hp at a minimum. nevermind most of the modification options for weapons at that point beeing useless or not working at all (parry doesn't exist, yet is mentioned even in weapon parts and especialy for slow weapons 6% or 8% on hit chance for triggers is just to little).
now as an average example of these later game areas. the way from the save point to the first shortcut unlock takes atleast a good 10 to 15 enemies, with a "miniboss" for good measure, ambushes and enviromental hazards. it's a long way. frankly with the Citadel of Cinder or what it's called (the dude in the cage) i started just running past most enemies and only "grinding" specific spots.
now i do fully recommend the game. for the price you get a very well presented action-rpglight. but they do need to look at their math again. it's all been absolutly doable. but come a certain point it stopped feeling "challenging" or fun, and just beeing annyoin and the balance beeing off. the fact that combat itself is rather "stiff" doesn't realy help.