Thoughts on staffs and cubes

I've started playing some days ago and i'm not convinced too much on staves and cubes gameplay: i feel like they limit too much the agency you have with equipping two different active things in hands...

I started thinking this when i started building toword a dot build using poison spray, and it basically require to have a dedicated staff, and the game moved from being a skyrim/souls like to being almost a doom like with only one weapon... i don't know, i feel like i would like for the staffs to do some active effect

Also i don't find interesting to play with cubes... the fact that most of them require a lot to charge make my brain go into "this is a scarce resource, use it when you really need", so, never.

I think if they had a passive recharge like that one cube from the dlc, then this would have been mitigated

What do you think?

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u/Biviho — 2 days ago

My only issue with Abiotic Factor

I bought the game two weeks ago and i'm consuming it. It's a really great game and i can't wait for more expansions and more and interesting perforations to explore!

But yesterday i've found my first actual issue with the game.

Yesterday i reached the residence sector >!and heard a voice asking for cheese... and i can't take him with me :c!<

My disappointment is immesurable and my day is ruined

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u/Biviho — 20 days ago

this is new for me, and extremally annoying

i've ner used this cape,but it looks lik it has a strange interaction with staff and double spear: the shoulder cape get all curled up to the point of going over the head when walking and even more when running, untill you unsheat your weapon, this is extremally annoying.

i hoped it could have been fixed by the mod for shield clipping, but it's probably the opposite issue: the staff and double spear are keeping the cloack closed to the model, so close that the physics act wierd and push the cloak upward, anyone know if there is a way to fix this?

u/Biviho — 2 months ago

What is your "wish list of unannounced dlc features that will totally never happen"?

Just posting this cause i got back to dd2 after they announced the dlc and i started thinking abput how i would like the game to be improved, so:

1- armor layers and the old slots

Basically how it was in dd1 with the ability to mix and match under clothing for legs, body, arms and face with armor for legs, body, arm and head plus cape. It was one of the distinctive features of dd1 and i still can't belive they decided to not add it do dd2

2- armor recolor

There are dyes in the game but their only use is for hair if i'm not wrong... this would be a cool feature. It would even work with the current armors duplicated but recolored: they have different textures and materials, so you eill be able to recolor different parts and have different end results!

3- rebalance the exploration

A. Make chests refill after some days with random loot, the first time you open them you obtain the current fixed loot or the current loot plus a random.

B. Add more enemy variety (we already know this will arrive on the dlc, but is also needed in the base world) with minimal changes from the original model, something like the manticore and the basilisk from dd1

C. When going on an oxcart, if the cart is destroyed, it drops various pieces of wood and other materials that you can gather after the fight and rebuild (a day will pass), if the ox dies (i guess that animal is called ox) you can use a wakestone to revive it and go back to travel.

D. Instead of the added fixed portcrystal and eternal ferrystone gove us more portcrystal instead of 5 (could be from quests or randomized chests i said before) and more ferrystones. The eternal ferrystone has a 1 day cooldown between uses so it don't invalidate old content.

4- rework the unmoored world

a. Make the world a bit less red, enough to not get bored after a while

b. Instead of just 12 days or how many there are, you can stay in the unmored world indefinitely, but every time you sleep, the fog will advance. If there are beacons active, one of those will start emitting fog. If there are beacons that have been deactivated by killing a boss, they will respawn with a cooldown of some days

c. You can now go into the fog without any issues, but inside the fog you will encounter brine-version of enemies that are stronger (going to the map border will still throw you out) and portcrystals and wakestones inside the fog will not work. If you die without a wakestone or inside the fog, you will be presented with the option to restart the unmoored world or restart from where you slept last but a day will pass and the fog will advance. Also the game save on death, and if you choose nothing it count as waking up and a day passed.

d. When you reach the beacon inside the fog you will find a stronger version of the boss with some adds (they are ment to be really difficult and the one in backbathal will be a dragon i guess). If you kill them the fog of the area will dissipate and that zone will be reclaimed.

e. The story part is not changed except for the final beacon: Before the last beacon that trigger the end game is activated you will be prompted to free Melve (yes, you can free melve), the boss will be a worm to keep them balanced.

f. The last beacon will be activated in two circumstances: if you dissipate all the fog or if you fail to the point of having the fog reaching the safe zone. And it would be cool if you can have two different endings

bonus. If you die or sleep to many times and the fog advance up to the safe zone, the ghost arisen will offer to weakens the barrier to strenghten you as a last effort to fight back. If you accept you will have a new currency that determine the strenght of the safe zone that you can consume to obtain buffs and ability to use the port crystals and wakestones inside the fog. If you consume enough of the barrier, and let the fog advance again, it will become permanent and you will be forced to use the beacon and end the game

Edit: formatting

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u/Biviho — 2 months ago