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I'm not a fan of the new weight system.


lakhnish

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I'm not entirely sure what's the goal with the weight system, but it doesn't feel good to play when you're so encumbered & I find that it's limiting the variety of what armor sets that I want to wear.

Edit: After playing with it some more, I really, really think this weight system is more of a detriment to the game than it was a plus. When you're encumbered, you essentially have to perfectly dodge everything & the combat system in the previous patch was honestly perfect because of the dodge that we had before. I strongly feel that this weight system takes more away from the game than it adds/

I love it.

Heavy sets make you heavy and hard to dodge, i know. Try dodge-attack more than dodge. Light sets make easy and fast dodge, very fun.

Don't forget about armor sets. That make you damage resistance of rots attack. good for tank.

But wait, there's more! Heavy make you knock back resistance and wind resistance, good against Gustree and Owlitzer. If you fight Owlitzer with light gears... it's really, really scary!

Edit: umm dodge-attack..., i mean, jump attack. just use heavy attack with hammer or spear are dodge too. not attack when roll/dodge.

I actually like the weight system so far. It gives me incentive to use armor for a reason other than its direct effect. There was a bunch of armors in the past playtests that I wouldn't ever use because the armors that give increased damage or critical hit rate were usually the best. Heavy weight gives you an easier time versus the new enemies that utilize wind mechanics, too, as long as you can make do with the poor dodge (which still dodges attacks, so it's still useable...)

I've tried continuing to play with a heavy weight and the more I play with it, the more frustrated I become with the game and I'm starting to hate it, which is a shame cause I had put a ton of hours in the first two builds. 

I felt that patch 2, there was nothing stopping me from playing with a wide variety of armor perks, which I did do, especially in Blisterbane Bog. The heavy weight system to me feels like it restricts my movement too much for a "meta" build and comes off as a nerf, which to me seems contradictory to what the devs had stated there's nothing OP, just the goal of building crazy builds.

I really liked the dodging system and the perfect dodging system when you are at a normal weight alongside with the animation canceling for an incredibly smooth combat experience alongside being able to build crazy builds like in other roguelikes. Unfortunately, this weight system to me not only removes options on my end, I feel punished for the choices that I do want to make. 

It seems that I'm in the minority here, which is fine, but this is too frustrating for me to play with, so I unfortunately won't be playing this playtest anymore. I wish the best of luck to the dev team! 

Heavy sets are having such a big disadvantage and too little beneficial effects, they feel like are just there to punish player options.

 

I would be ok if being heavy armed offers a different play style option, for example giving players an additional 30% damage reduction that encourages players to tank and quickly finish a battle to reduce your damage taken. 

 

Battling in this game are so relyed on dodging and moving around. A big nerfing on that will only bring frustration. Plus, many equipments aren't that good even to be so heavy, eg, hammers besides the basic one -  they are only five damage higher, without any special effects, to increase from medium to heavy.

 

Speaking of game messing with player movement, I find the kind of spores that revert your direction input really frustrating, too. I don't even want to fight with that situation, if I don't get the chance to just run away until the effects expired, I would just click quit and start over.

I like the idea of having a sluggish "tank" playstyle but I think there needs to be more options to encourage absorbing damage to make it anything but a disadvantage. Perhaps bundle heavy armor sets with a 2-piece set bonus stat (so you can only have one set bonus at a time in total) which is locked unless you are heavy loaded, this would usually be statuses that encourage tanking and trading blows so a light build wont be able to utilize it.

The heavy armor sets might be "get 20% lifesteal for 1.5 seconds after being hit" or "focus kills grant a temporary HP barrier" (not Shield, but like Risk of Rain 2 barrier). This would also open up for more ambitious "tank builds" without allowing it to be applied to medium and light builds to be both mobile and unkillable. I often see in games that have equip load that have things like "X effect if light loaded" but I rarely see that but flipped where you get an effect for being encumbered. I think something like that would make tank builds more unique and fun.

I apparently had applied to the playtest at one point and then forgot about it (had save data of it too but i don't remember playing much of it. I think I wasn't in the best mood to try something new at the time?), until I saw this in my library, just in time to experience the newly implemented weight system. I don't like it, mainly because I was able to ignore it for the entirety of the first area, until I got a new weapon in the Nocturne Grove, and then in the next room suddenly wondered why I couldn't dodge anymore. Now I'm trying to fight the weight system on getting defense so I'm not as much as a sponge.

I'm stumped on what I'm exactly doing wrong when I was doing so well in the first area outside of Mother Treek, other than maybe I shouldn't be as hit hungry as Nocturne Grove's enemies demand more respect (ESPECIALLY THAT STINKY FROG, SERIOUSLY THE GAME THREW LIKE 4 OF THEM AT ME AT ONCE.)

I want to wear Gourdo's Noggin-Padder but my other two armor pieces are the Yammo Singlet and Bulbin Sash -since I wanted to see if Yammo's suit piece also helped against the mini-bosses of the hunts- normally i use the bulbin longcoat instead and basic leggings and use whatever helm that the weight system lets me use instead of being able to let me build more on a certain build I like to get.

I don't know if its an oversight on the devs or what, but stagefall and the banana skill work really well with each other, and Gourdo's Noggin-Padder would fit well into this, but alas, the weight system holds me back on seeing how far i can go on the power of pure potassium and nothing else. I would actually be kinda sad if the devs patched out this interaction between stagefall and the banana, since from what reading I've done, the devs want wacky builds. It isn't actually sustainable during combat, but it does help me last longer than I probably should've (Mother Treek says otherwise).

I feel OK with it, I only used Yammo armor in the first test, and now I have power to try more different combinations. I guess that the purpose is to make armor and weapons more related, different weapons can do different things under different weights, like this is what I just found out yesterday:

Cannon paired with heavy armor, heavy attack +skill quite powerful and melee shotgun combo.
Spear is paired with heavy armor, making it easy for dodge + light attacks to complete multiple Focus Hits.

I don't mind the weight system in theory. As it stands right now, it feel very geared towards light and medium weights but that may not always be the case. I think it's cool to have another system that forces you to make an impactful choice. Do you take the heavy armour with massive damage reduction but sacrifice movement? Or do you try to balance out parts of it with something lighter? But I hope that eventually the heavy class will be more than just a deterrent. I think the bias towards light is especially noticeable right now since there are at least half a dozen powers that increase movement speed or feed off movement speed to boost other stats. I also don't see knockback resistance as a meaningful advantage, while wind resistance is something you can get from armour (while still maintaining a lighter build). Perhaps in later playtests there will be powers that will make heavy builds more desirable or potions/foods/gems that add more to that side of things. 

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