The Road of Asylum 2 Dawn of the Hunt was the first major update since it was launched in Early Access last year – a disaster. Try it last Friday and when players logged in, they quickly realized that the game was almost comically difficult. It took years to kill weak monsters during campaign opening hours, and the new Huntress class felt limp. Reddit exploded with posts with titles such as “This Game Feels Like a Waste of Time” and “The Game Feels Miserable.” Popular streamers remove the game.
In response, the developer’s grinding gear game issued several small patches to give players a fighting chance. The monsters lost a part of their lives, and some low-performance skills were enhanced, like skeletal minions. However, many players don’t think it’s enough to fix the feeling that the game is not rewarded.
Grinding Gear Game has posted broader concerns about patches and posts that it plans to change in the coming weeks. Most notably, the slow pacing of the campaign, which requires replays every time a new season drops. Although some changes have already been experienced, players have struggled to find the patience to play the game long enough to reach the endgame dungeon.
“We can absolutely tell you that our goal here was to Nerv Endgame with trivial things before we even managed to get the items and stuff like that,” Game Director Jonathan Rodgers said in an interview with Streamer Zizaran on Tuesday.
“Frankly, there was blatant fuck,” added Game Director Mark Roberts, calling for skills that were not immediately hotfixed and powerless. “We’re firing a lot from our waists here. “Let’s put it there, try it and see how people think.
“I think it’s a running theme Po 2 Generally, fewer targets hit (compared to Po 1) If you want to make combat more attractive, that means there are smaller targets. It puts more pressure on balance,” Rogers said.
Rogers explained how he felt Po 1 Players who have spent thousands of hours learning the system Po 2 It was designed to avoid that problem – it’s really hard to get it right. At the same time, the game is intended to play the careful, dodgeroll-heavy battles you would expect from something like Souls. That should be difficult.
Both developers say the team is considering a lot to ease, but they want to be aware that in a few hours the player will fly through the dungeon and push it in the other directions that start.
“If a good player reaches a point where he doesn’t have to face one challenge before, I don’t think it will ultimately be a fun game in the long run,” he said.