XBox One 1.2 patch

I’m hesitant to buy such a high-quality weapon, for fear of killing opponents after 0 hits. :wink:

I don’t understand, are you implying that combat is too easy?
A lot of people are struggling to even win a sword fight, so you’re alone on this.

On top of that, it’s pretty much common sense to be really hard to kill after you’ve mastered swordsmanship and combat.

Thank god my job is not making game … there is not a single day where someone doesn’t whine about an aspect of the game. Between the retarded PC elitists and their downgrade and PGMs, the gaming community is full of immature cry babies …

Haha I’m definitely not alone in this. This is a big issue right now, lots of people clamoring for a rebalance. And I’m not whining - I love the game, this is just an improvement that needs to be made.

The whole point of this game was to be a character that wasn’t OP at any point in time. The current leveling and stat structure of this game doesn’t service this selling point whatsoever, and I have faith that WH will address it.

I’m not asking them to make it so difficult so that casual gamers can’t enjoy it. But there needs to be some adjustments to it all the same.

First day I can’t play any longer. This fucking Theresa following bug totally breaks the immersion.

This patch delay is getting this annoying - I event don’t now what to say. I should have better bought the game for my ps4 pro - even if the graphics are bit lower then on the xbox one x.

But who could imagine such a Kasperletheater. :tired_face:

Haha I’m definitely not alone in this

Never heard of anyone claiming the sword fights are so easy that they need to remove some layers of armor, but rather the opposite.

You’ll have to come up with more than your word to back that up …

I’m not asking them to make it so difficult so that casual gamers can’t enjoy it

Well guess what … it’s already too difficult for most people. Rewarding, but very difficult.
I keep getting my ass kicked and you’re standing here saying it’s too easy … OK, LOL.

There are numerous topics of people arguing about combats being too difficult along with lockpicking.

Rebalance, maybe on the long run, but I don’t see them making this even more difficult, it would be game breaking and it would make people like me quit without a doubt.

OK smart guy, now take that isolated opinion and compare it to all the other posts saying it’s too difficult.

I’m 30 hours in, have advanced sword fighting skills and never dropped someone with a single shot, let alone a heavily armored one … exaggeration much?

All the other posts? If you’re going to hold me to backing up my claims, I’ll hold you to the same. And look how many comments are in there saying the same thing.

Yes, I’ve seen other people complain about the opposite, that the game is too hard. But I do feel the majority are saying it’s too easy.

All this is moot anyway, as my proposition is difficulty settings. Easy for those who are struggling right now and don’t want to have the immersive, “hardcore” experience, and Hard for those who want more of a challenge.

This is not an isolated opinion. Browse the forum and you’ll see numerous arguments on both ends of the spectrum.

OK… :joy:
First I thought you were trolling, but then realized you’re serious.

I’m out, for the sake of my own mental health.

Alrighty then. Just note that only one of us is producing evidence.

The game is far too easy. Within 20hrs I was in god mode 1 hit kills and no damage.

I fought 20-30 cumans and won when scouting for the first battle. They have a horrible infinite spawn and I had to just keep killing them until it got boring.

I had to take clothing off and use crappy swords

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Evidence? OK.
You’re aware that you jsut posted a quote that is contradicting your initial statement right?

While for some people this game is hard for others its easy I have seen some posts saying that the game is to hard and other that say its to easy but i say the game is medium difficulty that is why some people find it easy others hard , so the best way to solve this problem is to add difficulty setting if the current difficulty is medium they should add EASY>MEDIUM>HARD>VERY HARD and maybe a master and legendary difficulty. in higher difficulty your enemies should be more aggressive and counte…

So what is it … hard, easy? Are we settling for medium now?
Sweet baby jesus … :joy:

Btw that’s one hit with a short sword on a stab not a slash.

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You didn’t need to create a dirty sock to win this argument, I’ll willingly let you have the last word.
Enjoy your game. :metal:

Dude, read the actual post, not the quotes. I’m providing you links so you can look over the post and its contents and come up with your own conclusion.

Dude being open and honest now feels like a bit of a joke

You never told anyone you were releasing a game you weren’t happy with when you charged premium AAA money.

You took our money and then a week later “btw the games in a crap state that we probably shouldn’t have released”

How is that fair? Being charged premium cash for a beta?

You should have been honest before release and made it clear the game isn’t ready but no make sure you’ve sold a million copies first right? And then say it’s not about money? Well what was it about then because it wasn’t about honesty.

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One of my posts got linked to this thread. I’d like to add my opinion on this. I’ll copy and paste what I just posted in another thread:

So I started a new game and at around level 5 I ran into the Wayfaring Knight (the tougher one, not the wimp). I had the Shard shortsword and the armor you get from the armourer for the Nightingale quest. In other words, I was low level and had crap gear. I was able to beat him quite easily, even if it wasn’t with one or two hits. This opponent is, supposedly, an above average fighter – better than the majority of enemies you encounter which are bandits and Cumans.

My proposed solutions:

Make the AI more aggressive

Master strikes really need to be a separate button. Currently, attempting a master strike is low risk, high reward. With the current system, a failed master strike would just be a perfect block. With my proposed solution, a failed master strike will leave you open to damage – high risk, high reward.

perfect blocks should also require you to block in the direction of the attack.

Should those solutions be implemented, the following would happen: The AI is more aggressive causing you to be on your toes more and force you to actually look for an opening to attack. Master strikes will be high risk high reward – you’ll no longer just “block” if you mistime or otherwise mess up a master strike attempt, and you’ll be punished for it. A more aggressive AI who actually feints might even bait you to attempt a master strike, which will leave you open to a devastating attack. Failed perfect blocks will just be regular blocks and cost stamina.

Adjusting damage values, level scaling, or even giving all enemies high quality armor and weapons will do nothing.

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