I'm done playing this game. Some design decisions are too brutal for my taste:
1) The more you die, the harder it gets (black tendency).
2) No convenient way to bring the difficulty back down (unless you count repeated suicide runs online emoting people to kill you quickly).
3) Single mistake deaths abound (red-tinted enemies on black, thin ledge fights over pits), combined with...
4) Permanently lose all money/exp if die before body recovery
5) Inability to bank money/exp can lead to tremendous frustration while saving for a big item (e.g. losing 3+ hours of work @ 30K souls following a double-death while saving for the 50K soul ring)
6) Check points entirely too far apart
7) Full enemy respawn upon death
Definitely not for everyone despite the mainstream action-RPG classification. This is the first action-RPG I have failed to complete since some of the unplayable PS1 titles. Frustrating experience.
Reminds me of Everquest. Not overly hard, but frequent deaths resulting in loss of grind work take a certain temperment to handle. I want to always feel like I'm going forward -- can't handle two steps forward, one-step back repeated ad nauseum.
1) The more you die, the harder it gets (black tendency).
2) No convenient way to bring the difficulty back down (unless you count repeated suicide runs online emoting people to kill you quickly).
3) Single mistake deaths abound (red-tinted enemies on black, thin ledge fights over pits), combined with...
4) Permanently lose all money/exp if die before body recovery
5) Inability to bank money/exp can lead to tremendous frustration while saving for a big item (e.g. losing 3+ hours of work @ 30K souls following a double-death while saving for the 50K soul ring)
6) Check points entirely too far apart
7) Full enemy respawn upon death
Definitely not for everyone despite the mainstream action-RPG classification. This is the first action-RPG I have failed to complete since some of the unplayable PS1 titles. Frustrating experience.
Reminds me of Everquest. Not overly hard, but frequent deaths resulting in loss of grind work take a certain temperment to handle. I want to always feel like I'm going forward -- can't handle two steps forward, one-step back repeated ad nauseum.