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Messages - MaZe

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So that I don't start off with my one and only negative point, I just want to say that this is an excellent patch, I'm easy to win over,  just throw some added difficulty and new harder enemies my way and I'll be very happy.
The one thing I don't like though, which also confused the ever living fuck out of me is that if anything, I was expecting unique weapons to get buffed across the board, not a few getting nerfed.
Maybe somebody else can let me know why the ones that did get nerfed deserved it because I haven't actually used those ones but nothing about them jumps out at being nerf worthy to me.
I've always thought that unique weapons were underwhelming and I'd like to see them get bumped up a bit in terms of what they have to offer. I wouldn't mind there being more in the game too.
Obviously at the end of the day they should never be able to beat craftable weapons (since you're investing valuable skill points & in game materials & currency into creating them) but as of now they really are pitiful in what they offer.

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Suggestions / List of improvements I'd like to see.
« on: September 03, 2017, 05:59:52 pm »
Here is a list of things that should, ideally, be changed/improved.
Bare in mind all of this is taking hard mode into consideration since that's the only mode I've bothered to play on.

1. Enemies need to be changed to be actually threatening and more enemies need to be added.
What do I mean by this? Well let's see.
Crawlers for instance. First time I met them on my sledgehammer build, on hard mode, I was wiping the floor with groups of them and they couldn't even pierce my armor.
I ran into them again with a different low armor build with low perception and they were a pain in the ass. Constantly breaking through my armor and constantly paralyzing me.
This is good. I like enemies like this. Enemies that are countered by certain builds but give other builds a hard time are the pinnacle of good design.
Sadly, these are few and far between in Underrail. I can't think of a single other type of enemy like this.
Speaking of which, there is a distinct lack of enemies. We need more non human enemies. Lots more, I'm thinking at bare minimum 3 more, all of which designed to do their job similar to the Crawler.
My sledgehammer guy felt overpowered as fuck, so something that bypasses heavy armor would be ideal.
This game has a lacking enemy roster unfortunately. A little too heavy on the humanoid enemies as well. I'd like to see more creature enemies added that provide unique challenges for certain builds ideally.

2. Blatantly overpowered shit like Energy Shields / Psi focused builds need to be toned down.
This shit is game breakingly overpowered. Once I got my first energy shield I can't remember the last time I felt that I was even remotely in danger.
Psi has a few small issues early on but quickly spirals out of control once you've got some key psi abilities and levels behind you. Some anti-psi enemies could help with this. One would think Crawlers would solve this since Psi builds tend to have low armor and low Perception but I never really found that to be the case for some reason. Maybe because Crawlers are 'usually' alone other than a few areas were they're grouped.

3. Unique gear needs a boost. Even at low levels, crafting reigns supreme and gives far too many benefits and renders unique gear obsolete. Every Sledgehammer I find is worse than a simple electric one I can craft. Every unique rifle I find is worse than one I can craft. This sort of thing takes away the magic of finding a unique piece of equipment when you get them and realize that the thing you crafted with very little effort is leagues ahead of it.
Crafting gives a plethora of benefits as it is. You can freely make and endless supply of of custom made armor/weapons ideal for certain situations. There's no reason for them pieces of gear to also be tenfold more useful than any of the unique gear. Having no crafting means you're also at the mercy of stores and what not.

4. Worthless skills need to be given a meaningful purpose.
Skills like the social ones and pickpocketing feel like filler to pad out the skill list. The benefits they provide are insignificant and with your already limited amount of skill points you can distribute I can't ever think of a reason for picking them.

5. Mid-late game needs to be more difficult
Once you get a few levels under your belt and your build starts to take off, all semblance of difficulty seems to just vanish. This could be attributed to the limited enemy roster or just enemies not being scaled well enough, but either way it becomes dull and unexciting when there's no challenge. It's a shame to say this but I can't think of many stand-out locations later on in the game other than the obvious one which is Deep Caverns. Like it or not, but the most memorable areas are usually either heavy in atmosphere or difficult. It's why whenever you hear new players talk about the game they always bring up Depot A. It's the first hurdle you come across but sadly there's nothing else like that until the extreme end game comes along. More areas with some difficulty spikes would be a very welcome edition.

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