by SallazarSpellcaster » Sun Jul 31, 2016 6:34 pm
Next progress report.
I entered the gate in Disorder Realm, it works without issue. I liked the concept in the Lair of Darkness map, as floating platforms in the void is always a very neat scenery. Looks like the story will have some pretty interesting twists in that place there. For this place, I'd recommend some indication that one can access the door, just something where the player says "What's that door floating in the void for?" or something like that, so it becomes clear that one might enter.
After that, I found the last pieces I needed for the contraption. Admittedly, I had used "give weapons" so far, to test it. That's why I had to press 4 twice, as you said, it was selecting the unblessed holy weapon and that's what made it work iffy. It works perfectly, my bad on that one.
I entered the Darkness Realm, and the cutscene with the giant head is awesome! Especially the movement of the eyes; I know I'd seen it before, but it's still so damned cool. I'd recommend, though, that the gates to the Bridge of Immortality shouldn't open until you defeat the minions, as it makes awakening the head rather pointless. I went as far as the Valley of the Damned, and HOLY SHIT are the Isuldar ghosts damned overpowered. In one hit, one brought me down from 138 HP, to 3... That's rather ludicrous.
For this part, as the Artificer, I actually feel heavily underpowered now, as the ammo needed to kill a single enemy is too high to be efficient.
What I'd recommend is seriously toning down the damage they inflict, or alternatively, keep their damage but make them very easy to kill, to compensate for their strength. Also, Protection Scroll doesn't completely block their attacks, they still pack quite a punch. In this part, progressing has become very difficult, as they move really quickly and pack a really hard wallop.
As it is, the Artificer needs a makeover: Aside from upping the damage of his weapons, I'd recommend giving the Contraption a secondary attack that uses flammable liquid, causing quite some damage. Maybe, also, reduce the number of scrap pieces necessary to craft it (I actually had to use the give command because I couldn't find the last four pieces.) I really like the class, but towards middle-end game, it's too underpowered to continue. I've actually restarted the game as the Cleric.
Overall, I really like the Artificer, he still needs some tweaks and fixes, but he's still a really unique and interesting class on his own.
EDIT:
Something that just occurred to me: Have you considered having certain items and "weapons" as "Skills" for the player? Allow me to exemplify with the axe you get at the beginning, letting the player keep it (in slot 5 or something like that) and around the world have certain trees that can be felled by it, to hide some secret areas or to progress through the world. Basically, something similar to what Legend of Zelda does, having certain things that allow the player to further explore and do different things. So far you have the Talisman of the Depths for one, it could be given as a reward somewhere, rather than being sold at the gem shop, and allow you not only to explore the Water Temple but further the story. Same with the Ring of Fire Resistance. And well, other common stuff, such as something that gave you a double jump skill, or things like that, it could further the sense of exploration and discovery of the whole experience.
Also, playing as the Cleric I noticed something: How do you get Wraithverge? Its pieces aren't for sale at any of the shops.
EDIT 2:
Daaaamn, I hadn't noticed the weather effects in Mortila. A small detail that might go unnoticed, but it really adds a lot of atmosphere to the place, kudos on that.