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I specifically say game design to exclude the usual vague wishes of bug fixes, more endgame/skills/classes, better performance or finishing the campaign.

For me that would be a heavy reduction of health recovery/ward generation and with that also slightly easing up on the speed and frequency of hard hitting enemy attacks.

I'm not a fan of the rather binary nature of survival in most arpgs where your health recovery is so strong, that there's not much of a state between being at full health and being dead.

In my ideal arpg you should die if you misplay a situation by either taking a serious of small-medium hits in a short amount of time or a few big hits or one very deadly telegraphed hit that gives you a fair amount of time to dodge OR by mismanaging the scarce amount of health recovery/shield/defensive tool you have at your disposal.

When it comes to LE, we hear people say quite frequently that the game is too easy or starts to get challenging way too late and I feel like way too overtuned health recovery paired with too few threatening enemies contribute the most to this.

The amount of consistently dangerous enemies can be counted on one hand imo:

  • That first Osprix Lightmage miniboss that can chain meteors that can stun and hit quite hard

  • Elder Gaspar's (I think it was him) spinning fire beam deals a lot of dmg, if you're asleep and too slow to dodge

  • That tree boss in Heoborea that casts Avalanche

  • Lagon

  • Majasa

Getting hit repeatedly by small hits should matter, especially for ranged characters.

Sources of health leech, health on hit, self-healing, hp regen and ward gain and generation should have much lower values and be more scarce overall.

What would you like to see?

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1 day ago - /u/moxjet200 - Direct link

Good thread!!