The real problem of soul like design that ggg giving us

I don't think 0.2.0 is too hard for most gamers.
It's poorly designed.
A soul-like game is fun with challenges, but 0.2.0 is not.
Why? Its reward is not high enough to drive players.
To fight a soul-like game boss, the fun comes from exploring well-designed maps and using your skills to interact with a difficult boss. And the boss guarantees you a new weapon or skill. Mobs are part of learning, and there can't be too many. Otherwise it will be boring.
But 0.2.0 did the opposite: high mob hp, boss rewards low, high-density mobs(normal for d2 type game). Challenge is not a problem.
The problem is that ppl spend 2 hours beating Act 1 and feel no gain.
I suggest GGG keep the hard boss but lower mob hp and making low level unique drop more offen and make them really useful for leveling.
Last bumped on Apr 6, 2025, 12:16:58 AM

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