Zetor
Arcane
Like I said, SOME of them are obvious. One of them is straight up counter-intuitive (you're expecting the player to do something gamey and out-of-character with no previous information indicating that it would be a good idea), and one of them may be obvious, but still involves hours and hours of a combat slog against the same enemies that loses its luster about 30 minutes in. (Arke took about 4 hours to finish for me, and most of that was doing the same combat encounter over and over again, essentially).Shrug. Yeah, they are kinda obvious. But I keep seeing the same complaints about the respawns being repeated on many forums without anyone giving any tips. Can't be that obvious for everyone.
Again, the problem is not difficulty -- it's tedium and annoyance.
In early beta, the Creeping Dread and Eye of Tchort debuffs were even more severe. I thought it was a good thing because it really drove the point home: you must to find a way to avoid the eye.
But Styg wanted to nerf it. Now that the debuff is somewhat manageable, I think many players will just try to bruteforce their way through it... hell, I'm sure some hardcore players can do it, but that's not really the smart way to go about it.
PS. There's a reason I haven't updated the wiki yet and am ignoring pleas for quest solutions. This way Styg can get more feedback from blind playthroughs on DC's real difficulty and anything that might be poorly implemented/communicated to the player. (I don't think few underrail vets betatesting it reflects how average players experience it.)
I actually agree with you here, and think that nerfing the debuff was a bad idea. Here's the thing: a 40% debuff to offensive abilities isn't necessarily something that players will think to be deadly, hell, some of them may be expecting it as a way for the endgame areas to rein in the power of their uber-builds. This is unlike, say, the debuff on silent isle, where the "you're fucked" consequence of allowing it to max out was pretty much obvious. A combination of metagame intuition and the comments from Six about how Tchort's influence is omnipresent MAY lead players to think it's necessary to suck it up to progress. Six DOES mention that there may be a way around this and something related to the shrooms, but then that requires the player to figure out that "I must allow 50 stacks of this debuff to stack on me, even though based on what it does that'd kill my character". Based on the information I had available to me, the intuitive solution was to avoid the entire Tchort-debuffed area until I found a way to get some protection against the whispers, aka some sort of plot mcguffin.
And again, the problem here is - at least partially - tedium. The debuffs accrue too quickly compared to the amount of time you need to spend to get to a safe spot and let them drop.
And again, the problem here is - at least partially - tedium. The debuffs accrue too quickly compared to the amount of time you need to spend to get to a safe spot and let them drop.
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