Jump to content

Recommended Posts

Gorecci Str. is def. the hardest fight for most people on PotD if you exclude Megabosses. Because you have not a lot of options and usually only two party members. And you'll have a lot less meta knowledge than later which always helps immensely. 

Fighting enemies who are three levels above you is a lot harder if your own level is low. The more you advance the less three levels will matter. 

It can be rel. easy with the right character (e.g. one that is heavily front loaded with good abilities right from the start and equipped with a unusually good weapon like Essence Interrupter) but on average it's a nightmare. I don't know why it's designed in a way that you can solve the quest peacefully but run into a hefty fight before which is not easy to avoid unless you know you can enter the street from the south.

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

Link to post
Share on other sites
3 hours ago, Boeroer said:

[...] unless you know you can enter the street from the south.

Hahaha I did not know that and just died a bit inside.

Edited by Tillbot87
  • Haha 1
Link to post
Share on other sites

Haha. :lol:

Usually if you reload the autosave (after you got obliterated) the looters won't turn hostile anymore because that scripted scene will be missing (which seems to trigger the hostility). So you should also be able to run past them after you reload. Don't know if that works reliably (didn't die at Gorecci Str. for a long time) but at least that was helpful and prevented frustration the first few times I went there. ;)

I believe if you do a quicksave aftr the autosave you're not getting that option...?

Most people found out ba accident that leaving Port Maje and returning (and going right to Gorecci Str.) lets them enter from the south and easily sneak past the looters even with the lowest stealth values.  

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

Link to post
Share on other sites
19 hours ago, paulyy_y said:

The natural power curve in the main game is broken with the DLC's,

It dawned on me last night that turning level scaling up helped smooth out PoE2's difficulty curve. It was challenging the entire time because I rarely out-leveled anything and was often under-leveled.

18 hours ago, paulyy_y said:

causing the issue of a huge spike compared to regular MQ.

I experienced that spike in PoE so I understand how its frustrating. There is harder content in PoE2 outside the main quest though, and I think it's fair to make you play it. You have to 'gear up' for the DLCs. Now if you do all that and still have no chance it might be unfair.

 

5 hours ago, Boeroer said:

Fighting enemies who are three levels above you is a lot harder if your own level is low. The more you advance the less three levels will matter.

That's true. It's really easy to die in Gorecci Street so if someone is playing on Ironman I can see why it's "the hardest". But its hard like the beginning of Baldur's Gate is hard. I wiped on it so I went and hired a companion.

Link to post
Share on other sites
21 hours ago, paulyy_y said:

Deadfire DLC's (at least 2 of them) are not properly balanced, no question about that. The natural power curve in the main game is broken with the DLC's, causing the issue of a huge spike compared to regular MQ. Not really defensible other than allowing for the hardcore uber gamers to get their fix, but it should be advertised and scoped like that instead of awkwardly shoehorning it into the game when players expect the same level of hardship on the same difficulty and not a spike just because its DLC content. It's been really killing my enjoyment going from being able to confidently handle regular end-game encounters to being destroyed by the HP sponge enemies. The only DLC that was fair in my opinion was the Rymrgand one, the others are a cheese factory.

As for Boeroer's suggestion that "most players have no issues with increased difficulty of DLC's" I'll assume this is coming from the ether of made-up-statements unless you have some actual backing. I'd wager it's more likely that most people just avoid the DLC's when finding the difficulty spikes, or resort to cheesing using full custom party, or lower the difficulty. One shouldn't have to alter their entire playstyle in the end-game for DLC's. 

I don't think it's a problem with the DLCs being too hard, but with the rest of the game being too easy. e.g. for most of the game you can mostly disregard interrupting enemies, but it's really important against Neriscylas or else she uses Llengrath's Safeguard. Meanwhile on PotD Upscaled 90% of the basegame high level fights you encounter are cakewalks that are almost instantly resolved by having Tekehu using Great Maelstrom, Aloth using Wall of Many Colors, and Xoti using Call of Rymrgand simultaneously from stealth. Melting enemies with wombo comboes is fun the first few times but quickly becomes boring. If you're accustomed to walking over everything by just dropping a few high level spells then many of the DLC fights can be problematic.

My guess is that the devs didn't understand the game well enough to quite grasp what players were capable of while designing base game encounters. They were able to do much better in the DLCs do to having player feedback and telemetry to understand what players are capable of.

Edited by NotDumbEnough
Link to post
Share on other sites

Again I recommend to watch J. Sawyers post mortem talk about Deadfire "Breaking the Mold".

He explains that usually when beta-testers (who are among the most effective powergamers your game will ever see) tell you that your game is too easy it should be just fine for the average player. But in this case the beta-testers were right, he was admittedly wrong and the game really turned out to be too easy. :)

Remember that when Deadfire was released PotD was a LOT easier than today.


 

Deadfire Community Patch: Nexus Mods

Link to post
Share on other sites
14 hours ago, NotDumbEnough said:

e.g. for most of the game you can mostly disregard interrupting enemies, but it's really important against Neriscylas or else she uses Llengrath's Safeguard.

My experience, having done two playthroughs, is that after the first island, Neriscyrlas is the only difficult fight. Note: I don't play on PotD.

Link to post
Share on other sites

I didn't understand the complaints about her (my first defeat was with a solo PotD melee Geomancer and it was quite easy) until I realized that most players just don't use interrupts.

Maybe because in PoE interrupts were nothing too special (just added a little bit of recovery time - the most impactful ones "only" 1 sec, the weakest ones 0.3 secs.) - and all casting times were much shorter - so why bother?
In Deadfire an interrupt is significantly more impactful (casts take a lot longer on average and interrupted enemies will not only lose time but also resources and it's annoying af if you get interrupted). 

So while I was using interrupts most of times* I initially didn't think about how fights might be if you just ignored them.  

)* I really value Thrust of Tattered Veil in Deadfire: a level-1 fast-cast auto-hit interrupt? Yeah! Take this tough nut boss! Llengrath's Safeguard my ass! ;) 

Deadfire Community Patch: Nexus Mods

Link to post
Share on other sites
17 minutes ago, Boeroer said:

In Deadfire an interrupt is significantly more impactful (casts take a lot longer on average and interrupted enemies will not only lose time but also resources and it's annoying af if you get interrupted). 

Also thats why concentration is very important in PoE2 and why stuff like Tactical Barrage/Whiteleaf is significally more useful and important in PoE2

Link to post
Share on other sites
34 minutes ago, Boeroer said:

In Deadfire an interrupt is significantly more impactful (casts take a lot longer on average and interrupted enemies will not only lose time but also resources and it's annoying af if you get interrupted).

Yes. But in the specific case of Neriscyrlas: I don't know how many Safeguards that beast can cast, but sure seemed like a lot.

Also, in a regular fight, Aloth might be able to cast two Tattered Veils (unless pre-equipped with scrolls[*]), and Neriscyrlas can certainly cast more Safeguards than that. So it was annoying.

[*] The fact that inventory is not usable in battles tended to annoy me quite a bit, especially because the number of quickslots was so small. It almost forced metagaming: if a battle is too tough, give up, reload your save, re-equip and return. I only had to do that with some encounters, but I didn't like it. (Mind you, I didn't do the megabosses.)

Link to post
Share on other sites
6 minutes ago, xzar_monty said:

The fact that inventory is not usable in battles tended to annoy me quite a bit, especially because the number of quickslots was so small. It almost forced metagaming: if a battle is too tough, give up, reload your save, re-equip and return. I only had to do that with some encounters, but I didn't like it.

TO be fair thats double edged sword. Allow unrestricted item usage - game pretty much becomes trivialized as you can buy over 9000 heal potions and just drink them till enemy empties out... Same with prebuffing. Allow prebuffing and prolong effect - player will not move anywhere until he has all his buffs precasted, have it restricted - some boss fights(like Alpine Dragon in PoE1) feels like crapshoot.

  • Thanks 1
Link to post
Share on other sites
4 hours ago, xzar_monty said:

Yes. But in the specific case of Neriscyrlas: I don't know how many Safeguards that beast can cast, but sure seemed like a lot.

Infinite. It's just on a long timer that happens once Ner gets to a low enough health, by my telling. So very important to interrupt and have decent offense (and/or a cleansing effect), or else Ner will keep trying over and over until it dies.

 

4 hours ago, Desmodeus said:

TO be fair thats double edged sword. Allow unrestricted item usage - game pretty much becomes trivialized as you can buy over 9000 heal potions and just drink them till enemy empties out...

the closest, best solution I can think of is in the vein of Diablo 3, where consumables are "equipped" but then infinitely usable but with a cooldown. That way it's less likely to induce hoarding behavior from players (there's nothing to use up, it's more of a "use it or lose it" per fight), you can balance fights around the existence of consumables, and you can predictably know that a player can't just spam consumables all day long. (By contrast, ahhh the days of playing Diablo 1 or Diablo 2 with an inventory full of potions and just keeping it open while facetanking enemies...)

Edited by thelee
Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...