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Aug 29th, 2016
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  1. I feel like the change to give the dodge a Ki Pulse in High Stance and the Skill attack give a Ki Pluse in Low was not good. Previously it doubled down on the strength of each style while now it shores up the weaknesses. I'd rather the stances be further apart than both about attacking and dodging away.
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  3. Mid stance should get a Ki Pulse on blocking.
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  5. Blacksmith Reforging and Soul Matching take a long time and a lot of effort to get something good. This means you'll likely not use it much till you get to the end of the game to maximize it's worth. There should be a blacksmith mode that gives even non-min/max players a reason to visit, like a fortify for equipment you have at max Familiarity. Set your Familiarity back to 0 for a permanent stat boost you can do multiple times.
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  7. Armor should have Familiarity.
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  9. Charms should be customizable.
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  11. Many people who play do not understand the value of block. Consider making the tutorial explain how valuable block is.
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  13. Parry skills should have more value on Oni.
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  15. The Parry and Break stat names do not convey their meaning well in English. Perhaps change them to Blocking and Guard Break.
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  17. There should be an in-game explanation for the elemental debuffs and what they do. The double elemental debuff should get something of a tutorial.
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  19. Allow people to Co-Op from the start of the game, not after Kuroshima.
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  21. Reforging can be frustrating with how often you cycle through the equipment drop stats. It seems they are weighted higher and there are many of them. This might be intended but it drains a lot of gold and stones to get something good for killing while it's easy to get something for farming. Possibly make it so the player can pick a general category like Attack, Defence, or Items. Maybe have this option open up later in the game.
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  23. Specifically in Twilight Mode there seems to be a focus on multiple enemies with both bosses spawning more enemies part way through and the Grassland mission adding more enemies. Overall the game plays best when against 1-2 foes and suffers from heavy retreat abuse at higher numbers.
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  25. Overall the game seems trained to make players attack once and run away rather than use the systems to stay aggressive. This passive playstyle is less fun and doesn't fulfill the fantasy as well as the aggressive one. If enemies don't spin as fast to track the player this can make aggressive styles more viable. Additionally if Flux gave invincibility or stunned enemies for an instant it would allow much more stylish combat.
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  27. I believe the game to be hard enough that if a PvP mode is added in the future it should be opt in for the player being attacked rather than just something that they can suffer. Alternatively have it happen to people that are co-oping.
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  29. Quest rewards are almost always much less useful than the items inside of the mission itself. Tobo-giri dropping at such a low level and forced to only have 4 slots does not seem like a valuable reward for the Twilight Grass lands mission.
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  31. The items from the corpses/chests in Twilight missions do not seem scaled up for the higher difficulty. This doesn't make exploring as as valuable which is a shame cause it's fun to see all the differences.
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  33. The skill system is fun to put points into and get new skills but it narrows players focus to a single weapon after a few minutes of play and it's hard for them to switch weapons when their chosen weapon isn't good for the enemy they're fighting.
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  35. Overall it feels like the Katana has the most balanced moveset and the Spear has the most valuable stat to put points into. Dual Swords and Axes suffer from not good stats and limited movesets.
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