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    Vampire's Fall: Origins Born of Blood Dungeon: What's the real deal?

    Vampire's Fall: Origins Born of Blood Dungeon: What's the real deal?


    Born of Blood Dungeon: What's the real deal?

    Posted: 06 Sep 2020 06:46 AM PDT

    Like, does it has anything special other than only being open during Blood Moons? Does it has rewards exclusive to her only? Why would you do Born of Blood instead of other Dungeons?

    submitted by /u/TundraMeadow
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    Game mechanics

    Posted: 06 Sep 2020 05:43 AM PDT

    Hi All,

    I've been playing a few days and just got to my second rebirth, here are some things I noticed:

    First of all, it's a great game, I really like it - the story and skills, etc, all great.

    Monster difficulty:

    - after rebirth the mobs are too weak and the exp/gold is too low. The entire first map, aside from a couple of quests and chests, and the stat rerolls, is pretty much pointless.

    - I suggest to raise the HP and difficulty of the mobs after rebirth to around where it was pre-rebirth at the end. I killed a 30k hp brutal very easily, i don't want to fight 3k hp mobs with 10 gold drops; it is just unpleasant. This is a game and not a job afterall, so thinking of making the experience smooth throughout.

    - If the final second map mobs had 18k hp, then the first mobs on map 1 after rebirth should also have around that amount, and if i got X amount of gold and Y quality of items, it should continue the same and grow from there. It doesn't make sense to have such low level mobs and poor drops.

    - Quests on first map are also useless after rebirth - mobs are weak, drops are crap, quest reward is less than one monster on map two, etc. When we need hundreds of thousands of XP per level at 65, having at least 5k exp reward and 1-2k gold from quests isn't going to make a major difference in progression but will be at least satisfying. I don't want to just rush through map 1 each time.

    - I suggest that the map 1 dungeons also level with the difficulties. Why? Dungeons are great fun, and more than worth the bloodstones because it's just enjoyable to do. But right now i don't have any useful dungeons - i can't kill the last boss in watchers (the berserker stage of the boss...) and all dungeons before it are too easy and have too poor drops. Especially hunters is so easy that after the first playthrough of the first map it's already too easy. Making the dungeons level will make the game experience more interesting. I don't mind spending 5-10 dollars on bloodstones occasionally, i can do that instead of buying a beer or takeout, and support a great game at the same time.

    I don't think these are difficult changes, mostly just adjusting numbers in formulas and making first map dungeons level up on rebirth, i think the improvement to game experience will be quite high and it will have nearly 0 impact on late game progress.

    submitted by /u/Lucimorth
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    Making it possible to "Reroll" stats

    Posted: 05 Sep 2020 02:55 PM PDT

    I think adding a reroll mechanic for stats would be awesome, and could cost shards/bloodstones/gold with increasing costs per roll. Now I am talking specifically about the "extra" stats on items, as in rerolling my 'Crit Damage 65%' for another random stat, such as dodge, block, crit, hp, max focus, focus regen, etc. This does not work for stagnant stats, such as base dmg and special items like cloaks where you get a skill buff. Does anyone else agree or do you disagree?

    submitted by /u/TheMoralGrey
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