V Rising

Caliane

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finally was in the mood to try drac again. pistols, wolves, ice viel, void, and swapped in corrupted angel ult.

finally did it. took 3 tries. first try was a 1% wipe..
pistols was WAY better. faster on veil hit. and E dodge lets you dodge some attacks.
 

BrotherWu

MAGA
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We tried it with two people a bunch of times. It's nasty scaling. It seemed that some of his abilities don't kick in unless you you have 2 or more. I finally called it quits without defeating him. no regerts
 

Caliane

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Free update. april 28th.




Invaders of Oakveil – Coming in the free update on April 28:

  • Explore the Oakveil Woodlands
  • Castle Arena & Duels
  • Three New Weapons & Seven New Spells
  • Massive Blood Type Changes
  • Fuse and Reforge Your Gear
  • Improved Combat Mechanics
  • New Castle Features & Cosmetics
  • AND MORE!

claws, double blades, and throwing daggers.
 

Pyros

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Yeah I started playing earlier, there's not too many changes early on as a lot of the new stuff is in act 4, but some changes are nice like the treasury tiles that let you craft with mats from your chests directly(you unlock that in act1) and they made research way better by splitting it into categories(so you don't get fucking decorations non stop instead of finishing your armor set so you can progress). They also made higher blood % more common, no numbers but I've ran into several 80+% so far in act 1, including a 100%, a 99% and a 96%, so it seems to be at least a fair bit better in that regard.

Overall seems like a lot of qol features to make the game less annoying, just looking forward to the new stuff now. I finished act 1 before taking a break, need to move my castle and prepare the whole cloth/iron grind shit.
 
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Springbok

Karen
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I never finished it initially, got 20 hours and stopped playing for some reason. Will go through it fully soon, looking forward to update.
 

Pyros

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So finished my run, figured I'd post about it a bit.

First off, the new content isn't much. There's a new area but not much to do there other than the bosses, there's a few new materials but they're fairly common and you don't need that many of them either so it's kinda whatever in that regard. On the new bosses, a lot felt too easy. I think the first 2 they added in act2 felt pretty good, but the act IV/V stuff was pretty weak. I one shot several of them including the new "final 4" boss and the few I didn't only took a few pulls, a far cry from 1.0 struggling with Adam and the holy guy and the last boss. This is on brutal btw. A few had interesting gimmicks though so they were still enjoyable, but some were boring(poison sword guy and assassin slasher girl).

Part of the issue with the difficulty of the new bosses is likely the powercreep. While the QoL changes were great and didn't affect balance too much(it is significantly easier to get a perfect jewel or weapon for act V stuff but that's not a massive difference, I didn't even bother reforging my weap cause I didn't want to farm), the various additions and reworks for other systems make you way stronger than in 1.0, which made everything easier. You get the spell school passives for free for every school, the reworked passives are a lot stronger, the reworked Bloods are also stronger AND you can combine two bloods by getting all the bonuses from the primary + T4 and T1/2/3(your choice) of another blood which means basically 1.5x blood power(I ran Rogue main with Brute sub for the parry chance and weapon leech to make me more survivable), the new weapon coating are borderline OP on their own(procs that both do decent damage and provide powerful effects), the new elixirs aren't too strong but stack with the old ones for additional free stats. If you combine all of that it leads to just being a lot stronger. That's not necessarily bad for people who struggled with the game before but even on Brutal it's very noticeable, especially later in the game(ironically the early/midgame is somewhat the same so I'd say it's actually somewhat harder than lategame).

New weapons were a mixed bag. I played exclusively with the new daggers which I really liked, great weapons for brutal, low animation commitment, can setup large bursts of damage, ranged. Probably one of the worst weapon for sustained damage but works very well in Brutal since you can't just facetank stuff so you often have forced downtime. Twinblades are also good but being melee that has its own issues. The primary does good damage and procs stuff easily on cd since it double hits, 1st skill does strong damage although it's terrible as a movement skill due to the delay, the displacement skill looked utterly useless in PvE and seems mostly a PvP thing. Claws felt pretty bad, the movement skill is quite solid and the gap closer skill was fine, but the way it's balanced around hitting enemies constantly to build up stacks just didn't work well for Brutal, maybe if you're much better at the game to keep full uptime, but the payoff didn't seem worth the trouble.

I wouldn't really recommend a new playthrough currently if you've played 1.0 already, and I'd say probably better to wait for a hypothetical 1.2 or 1.3 or something. Game is still fun though, combat still feels great, I do wish they were adding content faster(same as Last Epoch issues, one patch in a year feels pretty underwhelming).
 
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Caliane

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Yeah. I started another run.

I actually had to stop due to crashes/freezes from an unknown source. Game just locks up every 20 min or so.
so only have made it barely into act 2.

what I noticed. lots of minor improvements here and there, and reworks. its hard to justify a full new playthrough for all these tweaks, as nice as they are.
I also noticed things seem much easier. spells seem to hit MUCH harder. I don't think this is just from experience of multiple playthroughs. enemies are dying to spells noticeably faster.

some of the really cool new automation/weapon changes/etc are too far in. Treasury is pretty early nice. but many of the other unlocks are just too late game to be fun. especially as the new content is a new zone, but still no, "persistent" threat. (terraria style blood moons/events where you are attacked. and/or corruption a global task for you to manage, and thus nearly unlimited playtime. opposed to a simple boss kill.)


I think an interesting aspect these games need to wake up to is, paying attention to who exactly they are catering too. they started via pvp rust community, but that is NOT what the actual playbase is. trying to balance pvp/pve is a lost cuase. pve/co-op is where its at.
I've often noted that Conan exiles/enshrouded are the best TES-likes since Skyrim. the "immersive life sim" as people have started to call them.
A bit of TES, a bit of Rust, and a bit of Stardew valley...
and that last bit is something most of the devs have not seem to REALLY caught on to. they are doing it... accidently. not out of real understanding.

but look at something, Ark, conan, valhiem, palworld, enshrouded, (even minecraft)etc. look at which ones take off. And also, go look at Twitch. notice how many female streamers are playing those games. they hit the sweet spot of male and female gamers.

Vrising should absolutely focus a bit more on the PC/servant dressup/living, as well as the base building/management.
 
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Caliane

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I thought this adding universal base storage? I click on shit but nothing is being pulled from my chests.
its partial.

"treasury floor"/room.
so, first you need to unlock the floor. by killling level 35, Nicholaus the fallen. mid act 1 boss. so decently early.
so then build a treasury room. place chests inside it. from there, any materials in those chests will be directly pulled from, for base building, crafting, etc..
but not refinement. you will have to manually drop wood into the lumber mill to make planks for example.
and those planks in the lumber mill will just sit there, not accessible.

Then, very late in the game level 75 boss... is the "redistribution engine". which lets you build chains from one station to another.

 
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Pyros

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I thought this adding universal base storage? I click on shit but nothing is being pulled from my chests.
Refinement still requires you put stuff in. I think they should add a tool to let you pull directly from them but for now it doesn't exist. You can have treasury chests from which you can pull ressources when crafting or building, and you can set where materials produced by refining stations go to later too(so you can send the coarse thread you make out of a loom directly to the paper press to combine into other stuff), but yeah if you want to say, make iron ingots you still have to go and grab your iron ores manually then drop them in the furnace.