Dawn of the Hunt - What We’re Working On

"
"
Many players are reporting that areas feel like they are too large. Normally when this is the case, the main reason is due to other concerns such as monster life or player damage being incorrect


Stop it, areas are massive, stop acting like they aren't. And feel specially worse when we need to search for a rare monster or some random thing in campaign in a unnecessarily big map

3.26 when


I think they are right, its a combination of trash/clearing taking too long, everything being dangerous so you pretty much have to kill it... so progress just feels like you are standing still. A hard game is fine, if its rewarding... right now there is no feeling of being rewarded for the difficulty and no flow state to actually playing the game.... even killing bosses doesn't feel good in campaign.
Remember your core audience that supported this game for over a decade?

I do.

Do you?
Big sad.
The most worrying issue to me is still that ggg feels like zone size concerns are on the player side and not design side. How is it that we can look at act 3 and say that those zone layouts are OK. They're fucking massive and windy for no reason and feel like a slog. No amount of additional content is going to make that feel good. The fact that we even neeed checkpoints in zones is a clear indicator that the zone design has failed.
"
We found that monster life through most of the campaign after Act 1 was probably too high.

"We found"? "probably"???

"
Many players are reporting that areas feel like they are too large. Normally when this is the case, the main reason is due to other concerns such as monster life or player damage being incorrect, or just a lack of entertaining content in the area.

It's the base movespeed, full stop.

Suggestion: Adding 15%-20% base movement speed and adding more penalty to using skills while moving to balance it maybe.

That would fix the big maps problems and help people to skip mobs to get in the next zone right now we get overwhelmed and/or body blocked.

It would also feel great for many encounters like Rudja and the bog witch that brutalize people with no movement speed. (i know its possible to avoid the instant death now with experience but i see them crush people all day.

It would make the gameplay feel so much better. Thats all imo
-
Last edited by hydw#5497 on Apr 14, 2025, 12:19:37 AM
This reply is a slap in the face of the players.

Let's start with parrying. No one parries because the concept of parrying does not bode well with the whole ARPG genre, plain and simple. When there are monsters swarming you left and right, parrying is surely not the course of action you want to take to get out of that situation.

Secondly, maps are big because they are too big AND player movement speed is near non-existent. It is NOT because monsters have too much HP, it is not because it lacks checkpoints, it's because maps are simply too big. Making maps with less complexity and dead ends while increasing OVERALL player movement speed will, in fact, improve this scenario.
delete chimera boss in act3
戰爭使者的升華,玉石薩滿的指引,還沒有實裝嗎?點完召喚圖騰,沒反應啊。
Player Minion Damage and Life

Looks like totems are minions now.
You butchered it like 5-6 times it was before on lvl 40.
Totems unlike other minions dont have a lot of source to scale dmg, mostly because it have its own weapon - no crit, spd etc scale from weapon.
I just dont see general idea, you dont want us to play totem, or what?

Blasphemy + hexblast is dead, less fun is a new black?
Last edited by Dartiuseg#6346 on Apr 7, 2025, 2:54:00 AM

Report Forum Post

Report Account:

Report Type

Additional Info