u/Sweet_Employment906

My predictions on the game's overall system.

Most of my takes are based on things I heard briefly.

I don't have insider information or anything, so the things I say might be downright incorrect, so please take my words with a grain of salt. Also, these are just my opinions, so you can disagree if you want. I actually love discussion like that. :>

I heard that all artifacts use souls now. I guess this makes everything more balanced.

It makes me wonder though. Since souls are such important part of the game and Warden and other mobs from the deep dark can interact with soul, does this mean there are mechanics that drains our soul, or enemy that steals the soul that's released? Imagine your souls being used to make your enemies stronger, that's freaky.

I heard about the limited enchantment slots and broader range of concepts that are being introduced to the game. I can't wait to grind on a specific location so I can get a specific gear on a specific rarity; with specific effects, just so I can constantly reroll for enchantment using a four separate currencies that I have to grind for. Joke aside, this isn't necessarily a bad thing. It just means more potential for crazier combinations even though you'd have to grind more for it. Either that or they are trying to genuinely balance the game by adding more parameters that could be adjusted.

I mean, half the fun of the first game was becoming strong, but this have potential to work too if the missions and events are fun. I mean, people will still find a way to create spam builds that creates 200 bees, so I'm not sure this bothers the developers in any ways.

It makes sense too, because harder progression will increase average playtime. Hopefully this means they don't plan on abandoning this game like they did last time.

I hope they don't overdo this though, because I don't know how much I can afford to be "unemployed" with this game, considering my status as a student. I mean, what made the first game pretty brilliant was I didn't felt that much left out for coming back to the game after weeks of breaks. (Mainly because they stopped updating the game, but... uh...)

I don't know how I feel about the talismans. They are pretty cool in concept, so hopefully they don't become insignificant after few updates and balance patches.

I heard something about craftable gears. It's probably going to be useful if you have a specific gear you're looking for, making there use case niche since I don't see how crafting and looting will co-exist in one game while both of them staying equally relevant.

Whichever the case, get ready to manage your inventory well. I hope mine doesn't turn out like it did in the first game, where there's 100 or something gears I had to manually salvage.

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u/Sweet_Employment906 — 6 days ago
▲ 10 r/MinecraftDungeons_2+1 crossposts

My thoughts on Minecraft Dungeons 2

We know nothing of the game yet, so I'm not going to hate nor glaze the game. These are all just my thoughts which you have to right to disagree. (...but it would also sort of be pointless?)

I wanted to write this because the first game was genuinely special for me. When I first played it, it was on Switch, and honestly, it had lots of downsides, so I can't wait to play it on PC. (My dad didn't want to buy me the same game for the second time obviously.) I kept playing the first game and only dropped it because the second game was announced.

1. Graphics

I'm not fan of the new art style but not for the reason many people do. I think being simplistic is fine considering the amount of particles and mobs that would be flying about, and if the devs are worried about the performance, that's fine too.

What is up with the saturation of the game though because it feels like somebody put a permanent fog filter to the game. (this take is based on the trailer.) I can't make out much from them.

The first game had torches and light sources everywhere that allowed the visual to pop regardless of the details. and mobs were lit up in this neon color that made it so pleasing to look at. If this doesn't carry over to MCD 2, that's fine, but I just wanted to talk about it.

The UI and graphics feels like diablo 3 as of now, which is fine, I guess.

2. Multiplayer

The multiplayer is a nice addition, too bad I got no friend to play it with. The only person that played this game with me was my dad, and we could only do it because of the comfort of the crappy joy-cons.

I'm not sure playing together on a TV screen is possible on steam version of the game. I guess I'll have to think about that.

Aside from that, I personally only cared about building cool builds for myself and me only, so hopefully playing alone doesn't force me into some boring aah dps builds.

I also hope this doesn't mean builds are exclusively good because of dependency. e.g. Tank absorbs damage but is completely useless without the damage dealer, which happens to be a glass cannon and are useless without the tank.

I'm not interested in playing with random sweats online, who's going to kick me out for being a <100 LV noob. Maybe I'll use the matchmaking function for the first few day, and forget about it.

3. Open-world

Mario kart world sort of had this problem where they slapped in the open-world aspect for the sake of it to artificially bloat the playtime of the game. I hope this game don't fall into this trap and I'm hoping that the open-world element adds any real values to the game other than it being a playable loading screens.

Also, If the concept of "finishing a run" doesn't exist anymore, how are we going to get loot. I'm getting excited now, hopefully it's good.

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u/Sweet_Employment906 — 10 days ago