INFINITE Stage Glitch Demonstration & Game State Rant in Deep Rock Galactic Survivor
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- Опубліковано 10 вер 2024
- ✵Playlist: • Deep Rock Galactic Sur...
Today I present the infinite stage glitch that allows you to infinitely stay on a level, without the enemies scaling up. There is little to explain, just get to where I was and wiggle left and right, though this mostly failed for me so I think it has less to do with doing the action, and rather that you turn in the moment the ramp pulls you in. The rest of the video slowly turns into a rant about the current game state.
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To clarify my points and to avoid repeating myself: My rant was not about the game being bad. It is meant to be criticism about the game whether it feels rewarding or frustrating from a more casual type of view. I have no problem with the game, I have it 100% finished including all stage challenges, but that doesn't mean that nothing can be improved. Every game has to decide whether it wants to be a niche challenging game or if it wants to have it's own take but make it accessible for a more casual audience. And what I was referring to in this video is that I literally used a glitch to reach the highest level I've ever had, far ahead of what you usually reach in the game on such early stages, and it wasn't an auto-win that destroyed anything before it got even close to me. Which just reflects the points I made that certain things in the game are so underwhelming (balance wise) that even in a glitched run, they have difficulties providing an easy game. This doesn't mean that each of the "problem points" I listed have to be balanced, but that the sum of all of these combined make it difficult to fully enjoy the game once you beat it, because why would I re-run the game if I am limited on the characters/weapons I can play unless I get a certain amount of legendaries/artifacts that entirely rely on RNG. The main difficulty for me kicks in when the stage for the best experience (Hazard 5 due to most XP) also is the stage that limits your weapon choices the most, this is why I suggested a good way to solve this and allow players a more sandbox type of experience to try out gimmicky/fun runs by giving them access to rerolls/banishes or similar options once the game is beaten, but that is also just a quicky-solution. Other options could be that once you beat all stage challenges, another 10 levels in the permanent upgrades unlock that you can buy. And if the developers/challenge interested community wants to keep the current difficulty e.g. for comparison/personal challenges, then all it needs is a simple button to deactivate all of these bonuses to get back to it's current state.
The thing is, you are running 4 weapons that are ment to kite the enemies, not do direct damage, not only that, but u almost took no DMG upgrade, mostly went into reload speed and range. If u were running Hurricane or Heavy weap, u destroy everything en 1 second at that point. You cant expect to run a DoT Build and 1shot enemies, you know that, we all know that. Beam weapons are not design to 1-shot, they're design to debuff enemies so the main guns can clear faster. You could be level 500, but if all u do is take HP, Range, Reload Speed and Luck, u still gonna struggle with dmg
@@gezetAhh I had 380% bonus dmg on the flamethrower and high crit, which affects the impact damage. I'm not sure what you mean about no damage upgrades. 380% is a ton
@@DexTag Yes, its a big number, but its 380% of a low based number, because flamethrower is a DoT weapon. I believe that the issue with that build isnt damage 100%, its more of a problema with the size of the maps and the ability to kite mobs and magnets/pick up radius. If we had more space to wiggle around mobs and more base pickup, the build can work as intended just fine
Edit: Because right now (and I love DoT builds, dont get me wrong) is that even if we can kill everything, kiting around, we still pray for a magnet or pick up radius upgrade to get all the XP we leave behind)
@@gezetAhh I mean you said I took almost no damage upgrades, now you talk about something that I named as a point (which is about the imbalance the game faces and some issues regarding consistancy per run), so I agree on that but that wasn't the initial point I responded to. Damage should have never been a problem here because the character starts with +100% status damage, loses 30% damage but I made up for that and was at +4%, so I increased it by 34%. On top of that all the upgrades on the weapons and they had their tick rate doubled, meaning they deal their total damage now twice as fast. That also means the norm used to be that they have half the damage output seen here, but even way less since this was stage 2/3 where they struggled already and I was level 72+. If this was a normal run, I would totally agree with your point of them being DoT weapons so they have a different use. But if you get 74 level ups, mine the entire stage and buy in the shop, then my expectation is that I would be overpowered, given it's a "cheated" run. But in my opinion it just pointed out major flaws with weapon balance but also the level limitations in the game, because they ramp up so fast you end up around the same levels either way. And while it sounds reasonable to pick XP upgrades, a level up is sacrificed for that. So if I pick up 3 XP upgrades and end up 3 levels higher, then all I did was delaying an instant power growth for the same value later in the run, which is a bad decision.
@@DexTag just ignore this comment chain, this person cannot get 2 coherent thoughts together.
Being level 74 on the third stage should make you so strong that it should be completely braindead. Yes your weapon loadout was horrible, and with good weapons that would have been the case, but that just highlights exactly what you said: either the weapons are incredibly unbalanced and some are just dog shit, or the scaling is wrong.
Personally I believe it's that some weapons are just dogshit and need reworking, and that the exponential XP growth is a bit too harsh - you level too fast early on and too slow later, meaning that there is no benefit in investing in growth stats since they have logarithmic scaling.
the trick is you MUST be moving away from the door when the timer hits zero
I tried this glitch out today, got up to level 70 on the first stage, then let it run while I went grocery shopping. When I came back, the screen was a mass of glowing blue light and the game was running at roughly 1/2 of a frame per second. Whenever I moved to collect some of the XP, it lagged even harder, but after picking it all up I reached level 90 and the game went back to running quite smoothly.
tl;dr: There does not seem to be any limit on how much XP can accumulate on the floor, except for how many glowing objects your PC can render before crashing.
Hi, I have a modest laptop with a Ryzen 5600H + RTX 3050 (a bit under a GTX 1070) and I've been up to level 139 😂 before going next wave (I've been afk going to shop and all lol) and I was afraid the game would crash when coming back.
It was slow but ok And on next wave i was lucky I Didn't have this blue orb bug but sometimes I have bugs remaining on next wave start (they stand still)
I also have changed my memory for better latency / higher frenquency and a better SSD for the original but I guess this game is more CPU demanding ? My good point on this laptop
for an easier method to the trick....stand at the top of the ramp and when the timer hits 3 SLOWLY walk down...use a controller...it does work on all stages
Walking away from door worked perfectly.
I kinda wish they would remove one of the stage and just let us farming longer at the end of the stage. Would be cool if they keep increasing density of mobs until you get overwhelmed instead of a timer.
I feel like the game is just lacking the ridiculousness in some way. Like no matter how strong you get, it never feels like that first time you got an insane build in vampire survivor. I get that it's a different game, but in these kinds of games, I want things to go absolutely crazy when I find the right weapons and upgrades. It's almost as if there is a really hard cap on how strong you can get so that you can get strong enough to beat the stage relatively comfortably, but never really reach the completely ridiculous power point.
Who says it's *supposed* to feel like Vampire Survivor? Why do people keep insisting it should feel and play like these other horde survival games? Why keep insisting that *any* game in proximity to those specific mechanics *has* to allow you to create over-powered builds?
@@betatester03 the game can be different, it's just lame if you never get ridiculously strong. It's capping my excitement at "I guess I'm strong enough to beat the stage" even if you are legit breaking the game.
The game needs a massive rework . The start is a grind. its super fun when you get going and super boring after a couple hours late game. We need bigger maps and longer times , cheaper re rolls and better overclocks AND re rolling overclocks and supply drops. the bad drops are BAD. Progression just doesn't feel great , your not rewarded with OP weapons. Unless you play the same sniper, crit , big gun build over and over.
I actually refunded it. I have played almost every VS clone. Dozens of them at this point. This game is bottom of the barrel. Its being carried by its setting for sure. The actual gameplay and mechanics themselves are rather bad.
@@rekrn12345I thougt it's the absolute best one of these games i've played so far. I hate how exp stacks on the ground in the other games, which makes the gameplay boring for me as it rewards standing still
Very true about the weapons. Certain weapons are doing like 10x more damage than other weapons, even though they are close to each other in weapon level. Certain weapons are just very very bad. And even with the right weapons, the final boss has SO much HP that you need certain weapons AND certain overclocks otherwise hazard 4-5 are going to be super super super difficult for you.
And it's a shame because some of the coolest weapons IMO are also some of the worst :(
I feel like the game is in a great state for an open beta, I'm excited to see where it ends up
I think goal of hazard 5 is to create a challenge where player can lose. The issue is how the player loses. If your losing because you took wrong pathing then it is mistake on the player. If your losing because your weapon sucks no matter how well you play, than that when it becomes annoying. You get something called artificial difficulty where you artificially lose for taking wrong choices and then game feels like giant-noob trap where you have to avoid purposely bad choices. I agree on 2:15 that weapons that supposedly got buffed instead got nerfed to complete irrelevancy.
I just tried it myself. You can easily get the glitch on every stage, as many times per mission as you want. I am playing on steamdeck/controller though, so it might be easier to do there. I used driller with all beam weapons on hazard 5 crystalline caverns.
I had a run time of about an hour before I got bored and raced to the end. I had 130% bonus experience and dealt a total of 120 million damage, killing 50k enemies.
I lost to the boss with level 88, as there was just no chance beaming your way through the constant hordes of enemies.
In conclusion: I love the game but, although I get that this wasn't a designated endless mode, there just isn't a god mode in this game.
Oh, and I found a total of 2 magnets
The game is ridiculously overtuned. The enemies have way too much HP, they do way too much damage. Magnets are way too scarce, and the weapon scaling almost never follows the enemey difficulty curve.
I'm gonna disagree with most of what you said. BUT magnets I feel are scarce. Feels like I only get 1-2 a run.
I feel if you're able to get a weapon to it's 1st overclock on stage 1 your run will snowball better than spreading out your levels.
@That_One_Sunshine_Knight this is one of the few bullet heaven games I’ve played that gives me more stress than dopamine. It’s not a bad game but it takes so much more work than almost any other bullet heaven games I’ve played or deep rock galactic for that matter. They have a lot they could improve on to make this game as brilliant as DRG.
This game is nothin too hard, but mayby you should play other games. Sadly ppl like you and reddid spoils really good and challenging games
it helps to maintain the feeling that you "barely survive", like in original DRG, it's not your average bullet hell game
@@deebsondeebson6626 tbh it's not all that challenging once you realize how to progress. Some starters are much harder, but it ultimately boils down to getting one weapon boosted to the brim and utilize all individual damage multipliers.
And if course some weapons are just bad
For random overclocks and random artifacts they need to make it so the randomness forces player to change playstyles, but rather it now limits the potential of existing playstyle. meta now is to get damage artifact and you will snowball, or if unlucky there is no equivalent alternative.
Same with overclocks.. If th eoverclock is limiting what build you wanted to do, there should be alternative build which is usefull but plays differently.
my biggest issue with the game is how many times i have gotten weapon to level 16-17 but i just never get last upgrades after many level ups... i think the more levels you have in a weapon the higher chance to get an upgrade in it should be (until lvl 18).
the mission to get the incindiery grenade to level 25 is an utter horror rng wreck fest. The weapon is way to weak to carry, at a point the game just stars to lag and you see nothing anymore.
i can t do the glitch,i m rotating left right at the midle of the platform and nothing...was pacthed or something?
you have to do it on the edge of the platofrm, when the timer hits 0 you must be facing away on the edge for ti to work.
the wave cooker had red damage because interrogator has -30% damage but more status effect damage
I just wanna state, that even though you were level 80 almost, you are still having weapons that rely on Damage Over Time - and Hazard 5 I believe they have a ridiculous amount of health. And standing close to the exploding bugs and get hit for 2x60 damage and also run into the ranged attacks from the worms will kill most players :p
Not that it shouldn't be easier when that high level.
I have the exact same feeling about not being powerful enough.
I tried to do Hazard 4 a few times with a fire+acid build and its a real pain to be honest.
On the other hand if you do it with a ballistic recon its quite fine. So i hope they will rebalance some of the weapons.
this has been fixed? If I'm on the ramp at all when the timer hits zero I get pulled into the driller with no input from me at all. Facing away from the door.
i also think it would be nice if the stages are longer or if there was a game mode with 10 stages
Cool. Thanks for sharing.
I love your videos for vampire survivors, you just make the vids so funny
Yeah sure.
I think it's a consious gamedesign choice to limit the progression with softcaps. And it works actually great.
I agree that the game needs some changes. I think one key change should be being able to disable getting certain artifacts. It's currently better to avoid unlocking certain artifacts because you don't want to add the to your RNG. That's a very bad design. Progress should never feel bad to do.
They could make it so you need a minimum amount of artifacts available to be found so it's not super exploitable as well.
Tried everything the comments said and still can't do it. had 6 people all try including someone who knows it and still can't do it.
I'd have taken a few more "pickup radius". @ 9:00 you still have to move
I didn't want pickup radius since I have unlimited time to move around but it also means going afk isn't possible since the way more frequent level ups require inputs :p
Hey!!! I pulled this off on accident once. It scared me that some negative time check would happen.
It was a good run, so I bailed. Didn't know it wouldn't scale though, thats awesome
When I have pulled it off, I always was at the top where you are outside when it drops, but it works. Then I walked off the last microsecond.
Same here.
Well the game is just out a few days in EA so there is plenty of stuff developers can do with it.
But one thing I would love to see is way more unlockable contend. Like take a weapon to level 21 unlocks rerolls on overclocks. Or even take it to 25 and it unlocks ability to choose overclock freely.
Or take a class to level 55 unlocks changing the starting weapon to each weapon that fits the class and has unlocked overclocks.
Also why is there a cap on meta progression? make it so it has no limit but price doubles each step after the current max. Would going very high take a lot of time but would make picking up special resources till meaningful.
Going 100% beam weapons might not be a good idea if you want to get invincible. The spitting blue snakes will still hit you. You should probably have drones, turrets and/or piercing weapons or plasma to take out more kinds of enemies.
I get all the critical voices - IT IS necessary to improve IT.
But Still remember it is Not fully released yet - its early access what we're talking about. So i guess WE will See some different Iterations of this Game anyways.
Yet every Feedback at this state of the Game is valueable ❤
It looks like the enemies scale with player level.
So if you don't take damage related, ie beam length and reload, you run out of ability to kill.
Thats my assumption from watching this run.
I would say most of the discussion on Steam since this dropped has been that things are really overtuned.
Even just Hazard 3 is a huge spike up, 4 is crazy hard, 5 is just insane. And not in a fun way that feels like a challenge, but in a "This is near impossible without a lot of luck and ignoring 3/4 of the game's weapons, and probably ignoring 2/3 of the character builds because they won't give you decent weapon offers".
As someone who has played and 100%d a LOT of these games myself, that's my feeling as well.
I like the game, it's very well made.
Difficulty spike is WAY too high, even Hazard 4 would be a bit much for the game's max difficulty. And that's not even the max difficulty. And I'm even keeping future power creep in mind.
The game also doesn't make it clear which characters have which types of weapons on offer, which again sucks for helping anyone make decisions without having to open a wiki in the background. And if you need to open a wiki for the game, the game is bad at providing necessary info. Like Halls of Torment, but the HoT dev has added a LOT of info in the game's UI and it has become excellent at conveying almost all the info you could want, which is fantastic.
I hope these devs look at the tuning and NOT in the "Well that One Guy in the comments says he's so good and the game's so easy, so it's fine" sense. Because you always get that One Guy and half the time he's full of crap anyway and just talking out his backside while he's down on Hazard 2.
And I hope the devs look at conveying some key pieces of info better, like what weapons which modes of characters have on offer.
@16:10 I think the results speak for themselves there. lol
Whatever combination of reasons one wants to go with. Overtuned enemies, bad weapons, close range weapons not being strong enough AT close range, player power scaling too weak... whatever the reason, it doesn't matter. I would simply say the current state of the difficulty curve in this game is that it's too steep. The changes we may or may not get can come in whatever form, but I do hope we get some. Because if it ain't fun, people just won't play, and that's a real waste.
I agree with your critiques. I do enjoy the game, but it definitely needs some balance and added features. At $10, I feel you can rant a little bit.
I think you can rant no matter how much the game costs, even if free, and even if new. I wouldn't even really consider this a rant and rather constructive criticism, as in pointing out flaws for potential improvement and giving suggestions.
Also, let's talk about grenades that blanket your whole screen in smoke and you can't see anything... just your character dying because bugs are invisible amidst all the chaos.
i think you can reroll/salvage for overclock right?
The game feel limited compared to the other "survivor" type games. Even thought the rest are also basically the same thing over and over again level wise most of them feel like each run is a bit different because of the characters and weapons, this one just doesn't feel very different no matter what you do. The strict time limits also add to this.
The game does need balanced, but it also just needs a lot more content of some kind to give you the feeling that you aren't just doing the same every 30 minutes you play.
I liked that this game was challenging but man beating level is requires too specific artifacts and weapon ocs combinations or good mineral spawns. It like you HAVE to take gold bullets for example. Also some weapon aiming was awful for me. Minigun is good by itself but man I am always facing the wall.
I've been in endless mode quite a lot and never saw a magnet ! Also you can glitch multiple times in a dive, but i found it is quite a bit of luck :D
i do it on steam deck everytime at 2 secs move side to side any part of stairs as long as youre not at the edge.
Great suggestions! Well thought out
You never feel powerful... makes game not that fun for me personally. Like when you get an evolution in VS, you feel like a god
I feel like stages aren't long enough and the power scaling of most of the weapons feel underwhelming. I'm sure they'll patch that up in the near future tho, considering the game is still early access. At least I hope they address it lol
you need to get off the ramp right as it hits 0. it's pretty hit or miss.
Magnets always drop on the first minute of the stage and on a near enemy so is auto pick up and yeah a complete waste too. Let me pick it up manually or hace some cooldown until trigger
"Why is the damage in red?" Because it's fire damage.
Fire Damage isn't red on the weapon. The reason was just it was decreased, I forgot about the -30% from the char
The game would be in a bettet spot with 3 weapon slots rather than 4. One weapon always gets neglected and sinply take up upgrade slots on level up.
I kinda agree and disagree with the reload/lifetime, if you had 2sec lifetime but .5sec reload, over the course of 100sec you would use a lot of time reloading, rather then if it lasted longer, but i guess in the end if they die fast enough its whatever :) Cool gltich also
Yea, though what shouldn't be forgotten is that while you reload, you are very vulnerable, but if the reload is short enough you still hit everything and the minor gap doesn't matter. I will take an extreme example to show what I mean:
In your example, the uptime is 80%, so 80 seconds, meaning the downtime is 20 seconds. But the breathing room for monsters approaching you/not getting affected by crowd control like freezes is only 0.5 seconds at all times.
Now let's take at a look at the same proportions but differently: Your weapons are now active for 80 seconds straight and then all go idle for 20 seconds. While it's amazing to have it going on for so long, the 20 second downtime is the real problem.
But my statement about reload speed here was specifically for this run where I assumed infinite level ups, usually I take lifetime on these weapons to bridge the gap until reload speed is fast enough.
maybe the powerlevel stey after first level thats why the enemys was so strong i guess
I haven't played a lot of this game, yet, this bug has happened to me twice.
If I'm being honest I never really liked the game's way to be a bullet heaven.
The mining thing is cool and whatnot, but having just 5 levels per run and limited time for each, plus the limited choice on level-up never got me actually into the game.
Gotta be honest tho. It has been a while since i followed as much content from a game like this.
I did this on accident today. It felt really cheap , even though I’m getting destroyed on hazard 3 😢
This video vindicated me in regard to quitting the game.. I enjoyed getting almost all achievements... I had only 2 hazard 5 biomes to defeat but it became a game of getting the right upgrades... Don't get the proper upgrades? May as well just die and restart. But again... the unbalanced aspect of the game is pretty fun in the beginning... I have a theory almost all great games are unbalanced to a certain degree... I decided to quit playing it before I resented the game. ggs!
Try creating a macro that moves left and right to try to replicate the bug
"I'll just go for life time then" and goes for reload speed still xD @3:26
Its basically 100% accurate if you use controller
hast du deinen statusschaden gepusht ? sah nicht danach aus ^^
You can see at 15:41 the individual damage upgrades on the weapon and char.
Character: +140% Status Effect Damage
Flamethrower: +390% and +40% on Beams
Sludge: +182% and +40%
Cooker: -12% and +40%
Cryo: +25% and +40%
Keep in mind that I had a high crit and a higher crit damage, due to the Nitra artifact (crit chance).
ah ok , hab ich nicht gesehen ... dann is das wirklich extrem enttäuschend mit dem "update" . schade drum
Driller also sucks really bad. There are OP weapons and trash weapons.
Beam life time 100% skip wow it makes the slime to 2 times around you.
should be able to spend Nitra* to re-roll overclocks
This game still needs a lot of work in terms of basic features like banishes, rerolls, a dodge mechanic, etc...
You can harvest more gold and nitra in order to buy XP buffs that will be that much more consequential in the late game; basically don’t dismiss that your guy showed up to mine, and mine a lot early 🤷♂️; I don’t think that chore is so grindy
I don't understand what this comment has to do with the video
@@DexTag you were convinced late-leveling was too grindy; the more you mine, the more XP buffing you can buy and make late-leveling more viable
@@hellfish2309 but that's not true, this assumes that you can find them in the shop, which is not a given but a chance. And if you go out to mine, you ignore a lot of XP that is left on the stage. But I don't think this matters either way. The idea behind higher XP is to end up on higher levels that then return a higher power increase compared to just outright buying bonus damage (as in, the Gold that you use to buy bonus XP needs to have a higher impact compared to just buying a damage increase in the shop, else it's useless). But I would say buying a single XP upgrade has less value than buying a single all-weapon-stat increase.
@@DexTag no guarantees sure, but never are you hindered from survival or level 5 success because late-leveling is so hindered
@@hellfish2309 I don't really understand how this relates to the initial statement, but I named a lot of things that all happen at the same time and due to that add up, I didn't say each individual one is a significant problem. So if you pick one out it's not a big deal, but that wasn't the point of that message. If you have to go for certain weapons because they are way stronger than others or else you have to hope you get really lucky, then I don't think that's a healthy game design that will keep people interested in the game. Luck always plays a role in these type of games, but usually good decisions can lead to a comfortable win in 90% of the cases. And it is not more difficult to say "just re-play until you get lucky enough", that's just being obnoxious.
Status effect weapons feel just useless
Try it again with kinetic weapons. Im feeling pretty positive the damge levels for fire and acid dont actually increase the damage ticks they apply. A zhukov with the spinning bullets at 18 will out perform these weapons on its own. Also dots will always be garbage if you apply them at close range.
add hardmode and easymode and balance some weapons
I got the same thing once!
I think people judge this game to a ridiculous standard. Its a $10 game , and it JUST came out in _early access_ Its ridiculous amounts of fun and content for your money. And sure , it probably has lots of big and small balance issues. But the devs are planning much more content , new biomes , new mission types, more enemies, more upgrades for Bosco (default drone) and much more, just look at the roadmap. Obviously, down this road there will be hundreds of little balance tweaks that can be done.
My point is ; enjoy whats there, and lets hope they keep working on it 😂
I never understood why people - and don't take this personally - take criticism as something bad that has to be shutdown by saying "the game is cheap/new". Criticism exists to give feedback and help a game improve, coming from people that care about the game and want to help out. And it happens frequently that games go down a path that the playerbase does not appreciate, which is fine since it's the game of the devs and they have their own vision, but also kills of the playercount quite rapidly.
@@DexTag this is completely fair, I did not mean to bash your criticism of the game , but the comments that seem to expect the game to be perfectly balanced when its clearly marked as an early access, which is an Alpha essentially. Its not feature complete. Feedback is part of the process of making the game the best it can be. All respect to you for promoting a great, potentially greater game👍🏻😀
Hi how are you doing today I love your video
You need to get off the ramp.
i had this
the glitch is hard to do
You are speaking some truth here brother
status weapons are trash imo
i triggered this 1 time by accident :D
Those dot weapons are sooo bad!
Actually died wtf XD
Glotch is easy to do, just gotta start spamg left to right at exactly 2 seconds
I mean... you picked 4 really bad guns. There are a handful of OP guns that you don't even need to cheese with that make the game free if you level.
Don't have dmg cause u went all reload speed lol
"If you can do everything right and still not be strong enough by the end [the game needs a rework]."
Let's hope my man never plays Dark Souls. Those games are the purest essence of "I'm such a high level, how is this not easy yet?"
I don't think that is the same. In Dark Souls or any other Souls like. The game is only difficult when you don't understand what needs to be done but you can work through that with any variety of armor and weapon. So when you lose in Dark Souls, it is generally a skill issue.
I've played MHW which is not very different, these game types just differ entirely. They revolve around being this difficult and challenging. Survivor games can be difficult, but when you do that you need game length to back it up. Take Brotato, a game that I would rank as a rather highly difficult survivors like in comparison. You have a total of 44 characters with unique abilities to them that form their run and the challenge is to adapt based on that. Here, you have 4 characters and a very limited weapon pool, but not all pools are manageable on high difficulties. By that I mean if you don't get the right artifacts/upgrades, it's near impossible or straight up impossible to win.
Now back to the actual point: Brotato has it's main playtime from these different, some more and some less difficult challenges. Here I don't see the same.
It might come across as offensive but when people bring up Souls games in this context, it honestly makes me wonder how many different video games they have played. Those games give the player mechwnics to feel overpowered from the very start, let alone with powerful gear or weapons.
There's a reason why you can do a level 1 naked speedrun of insert demons/dark/elden souls game while you almost certainly cannot do the same for these mob survivor/bullet haven type games.
@@DexTag Honestly I was just making a little joke. I completely agree with you about Brotato; I've only beaten danger level 5 with a couple characters, and at some point it really does just come down to how much the game's RNG lets you optimize your build.
I do love the _Souls_ series, Anne to be perfectly honest those games aren't nearly as difficult as they're made out to be. But admitting that would've killed the joke I wanted to make, and it *is* true that in Souls games even once you're at end-game levels of strength you can still get bodied by mid-game enemies if you're not paying attention.
Anyways, I'm loving the Deep Rock Galactic Survivors content!
I did hazard 5 with this combo of weps easy
Same i think he messed up not taking the 3x and 2x level ups making him not get his overclocks
I mean... you didnt really pick optimal weapons. You only need enough beam range you are running into exploding bugs, cyro is more crowd control than damage, the flamethrower is probably one of the worst weapons in the game and you don't have any weapon choices that are high direct damage. Going for all beam weapons kind of nerfed yourself.
The rant wasn't about that Hazard 5 is unbeatable, I've finished everything in the game. The point was about balance and restrictions in the game. If this was a normal run I'd be more understanding for the take, even though that wasn't the focus, but it's a glitched run that reached lvl 72 on a stage where you usually have lvl 20-25.
That's the point of the complaint, there are far to many non optimal weapons to try out different combinations and stumble across something totally off the wall crazy but super fun. I see the problem as having such limited viable options lowers game replay ability for a lot of people. Whats the point of running the same thing over and over again without any variety just cause it is optimal. Fine for some but your alienating others and engaging more players is just healthier for the longevity of the game. For me it seems if you don't pick x class with x weapons then the difficulty curve feels really off. Having to pick an effective weapon from a pool of limited choices should be alright if that pool didn't feel really small for certain characters. I fear that the current scaling forces the more casual, I just want to have fun for 20 to 30 minutes and make some progress, to not feel good playing the game, or have a sour taste about buying the game. Games can be and should be difficult and challenging, but they should never feel punitive and punishing at a base line (looking at you stamina mechanic in survival games). That is what difficulty settings are for. Which leads to another point that was stated already. I noticed no clear information in certain instance like how the difficulty changes between hazard levels so you feel totally left in the dark on how more difficult things should be. Which also feel jarring while playing it. I can currently with my unlocks go from walking over hazard 2 to a jarring run for your life in hazard 3. Playing Engineer or Scout feel totally different difficulty wise then Digger or Gunner in a more punitive way then just its a different play style.
if you concentrate on getting as many levels for every gun you git gud real fast
Asmon was right. like the mobs scale weirdly. You just dont feel strong, and whenver you do, you get outscaled very fast by the next wave or swarm whatsoever
I can do this every time it's easy using a controller. As the clock goes from 1 second to zero run up the ramp at an angle so you fall off it straight away,dunno why you're using this method,is it because you're using keyboard ans cant run at angels easier?