So still melee combat sucks and some MAGE with this shit Acid bite can just come in and boom boss dead.... good job devs it's confirmed the devs are harry potter fans not melee combat fans damn what a shame another game ruined and ruined into a magic simulator, where only magic is the best class to play and again we see a RPG game shitting on warriors and barbarians and Tanks.
Add an option to "tap to harvest". I'd like to browse youtube while hacking ore veins or, better yet, not feel like my fingers about to fall off when harvesting hundreds of flax lol
@@tanelviil9149 To be fair, the shield parry window is one of the most generous I've seen in any game. It's almost a free stun rather than a block. But yeah I agree with your main sentiment. Bow / Dex players get tons of mobility and stamina QoL for free as they tech into their end game spec. Mages get Water Aura and negligible mana constraints for the strongest burst abilities in the game. Hell, wand + shield feels significantly better than sword + shield in every scenario. The 2H Barb power fantasy is just not comparable at the moment.
If they aren't going to buff the bow build, then AT LEAST give us an eternal quiver or something. Requiring hundreds of arrows per run is so annoying. Or at least add perks in the dex tree that give us double twig, or chance to not consume an arrow, or make it so the flurry shot doesn't consume 3 arrows. Something anything. mages have eternal spells, but rangers don't have eternal quivers?
I think they should add an option to tame certain animals like the goats to give u milk to make food with would be neat or sheep to give you wool to make fabric or something
@@iamZelus I mean that a good example, but it also kinda makes sense. We have a farmer npc and we can grow our own plants, let us farm some animals too😂 who's really against more content?🤷🏼
You legit don't have to interact at all with the more advanced food recipes in this game. I'm still just using a potion, a piece of bird meat and stamina. Not much else is even needed endgame. The game is way too easy. Not enough difficult mobs, not enough mobs in certain dungeons or POIs, and everything can be easily cheaped. The AI isnt advanced enough to pathfind to the player or climb vertical surfaces..
The magical storage should also have a shared inventory with the crafting station, and we shouldn't have to select just one recipe at a time. Instead, it would be nice to be able to select the recipes, the desired quantity of each and let the crafting station take the necessary resources from the magical storage. The order of priority would be based on the recipe with the lowest quantity to craft. For example, in the smelter we could select the desired quantity of each bar (+1, +10, no limit...) and the necessary resources would be used automatically when they are available. Great video by the way :)
There are some decent changes listed, thank you for covering this. The tin bars fix was much needed, and I'm glad to see the grappling hook fix applies as well. Good luck with your town restoration project! I use Longkeep as my primary base and I've been rebuilding and adding onto it as I go, but I've a certain area underground that keeps getting reset each time I log back into the game that is well inside my build area. I suppose we'll see if this gets fixed in a future patch, or if there's some trick to keeping it from disappearing. Thanks for the videos!
I'd like to be able to highlight loot items on the ground and I'd also like to know what I'm looting instead of it just saying "loot". Also I'd like to be able to split stacks easier. If I have a stack of 100 items and all I want is 2 of that stack, I have to keep splitting the stack in half
Yeah the split stack thing is just silly...they should simply had a slider window when you activate the function, that let you choose how many you want to separate from the original stack, like a lot of games do.
I want to be able to upgrade chests where they are at and NOT have to take everything out and remove the chest and add a new chest, This especially sucks when you have your chests inbedded in the wall and three stacks high.
Lol, I feel like I'm the only person who didn't have issues with tin bars, haha. Hell, just brake shit and you'd pick them up. There are a ton of tin nodes out there. We'll at least it's fixed.
Got lucky figured out breaking pots and stuff in the higher level zones just drop bronze bars colored fabrics and tin bars basically skipped tin farming cause I just had 10 bronze bars to make the lab station
So still melee combat sucks and some MAGE with this shit Acid bite can just come in and boom boss dead.... good job devs it's confirmed the devs are harry potter fans not melee combat fans damn what a shame another game ruined and ruined into a magic simulator, where only magic is the best class to play and again we see a RPG game shitting on warriors and barbarians and Tanks.
Not a fan of the Water Aura Nerf, they went too hard on it, now it's barely worth it even for a max-Int build. If not for the Int in the Healer Tree, I'd just give up on it and side into an Endurance build.
Acid bite? They need to fix the acid blade dudes. Reduce the damage a bit and either make them stagger for at least one sword combo when hit or increase their attack cooldown as they basically attack non-stop and you cant get more than one hit in safely. As a result they have the potential to easily kill you and you end up either doing one hit and blocking/dodging, kiting or cheesing them. You can't really guard break them either as you have to be so defensive their metre drops. They are just not particularly fun to fight right now.
Yeah, those Dual Poison Saw Cleaver Bandits (what I call them cuz that's what their weapons look like) suck aaaaassssss! I hate those guys. They are relentless. I really hope they take your advice and make them not so crazy you have to cheese them, yet I hope they don't go the other way and make them a cake walk. A nice in between is all I'm saying.
Water aura nerf if bubkis. The problem with it is scaling. Theyll need to fix it with scaling not a straight percent nerf. At higher levels it is no where near as useful as it is early levels. Early on sure its incredibly strong. But later at end game when bad guys consistently hit you for half your health or more and you have more health over all the amount healed is much smaller even if you arent a con focused player it only tics up like 10%. It definitely needs adjustment, but this feels like a jerk reaction instead of tuning. They should simply make the first point investment heal like 2 to 5% per tick or something and the additional points could be increase percentage based on every 2 int or something. Then the last point could be group focused and increase the radius instead. Anything along those lines with tuning makes far more sense. Now, instead, a 100% heal focused player who invested most of their points in healing will get a marginal at best increase at max level.
I heard they gutted Acid Bite too... these "developers" should never be allowed ANYWHERE near a game being developed. Ever. They clearly don't know what they're doing.
They need to allow us to change what we want to on our own dedicated servers. Give us the ability to modify the settings ourselves on our own dedicated servers. I'm not sure why they don't.
I'm glad people are happy i'm covering it. I'm enjoying the game so much, in fact a lot more than I ever expected as it's always been a struggle to enjoy games at length since Ark, but this one has definitely hit that sweet spot.
Just wanted to share the jump attack is buggy maybe, since the attack would work only when you hit the ground so if you get swarmed by many enemies youd prob float on top of their head until you hit the ground
The tin buff was much needed. I was going insane farming tin for bronze blocks during my playthrough. Will be a welcome change whenever I revisit the game for a second playthrough
@@SarcasticComments23 I definitely can see Enshrouded being the type of game people can dump 1000 hours into and I'll almost certainly revisit the game multiple times before full release. The shell is phenomenal, I'm just a hungry power gamer and the end game systems for tech trees, bossing, and skill progression just aren't deep enough to hold my attention for more than the 80 hours I put in. I wouldn't be so critical if the game wasn't great and luckily there's a lot of time for the devs to make it even better.
tbh I did not really see or feel a problem with tin, you really don't need that much. I crated all the bronze comfort stuff, tools and arrows and had to make only 3 tin trips to do so. I spent far more time farming wood for charcoal to make all that happen.
Fighting the gorgon matron with a melee build was a nightmare, you just get one shotted instantly if you make one error. Good thing they nerfed that bish.
I took my mage out for a run after this and while water aura had been hit hard it's still viable for solo play unless you were overly reliant on it either by being lazy about taking hits or using blood magic and burning mana too much. Playing smarter will offset the nerf. The acid barf from matrons was reduced but strangely player version left intact, at the very least bosses should have got some poison resistance. At the moment the crafting stations infinitely run recipes so it makes sense not to have them see resources. I think they''d have to change how those work to be included in the storage pool.
I've encountered the bug/glitch of the quest "A Crucial Investigation" not spawning the Matron you need to kill. On 2 different saves. . . I personally hope they fix the snapping issues on existing structures so we can actually repair them, not tear them down and rebuild.
That Matron issue is actually the one shown in my video. It does spawn, but it's on the floor above. Not sure if it's a mistake in design with there being no way up to the next floor. But when you get to the point where the Matron's health bar appears and you hear it walking around you need to throw some explosives at the ceiling. Matron will either fall down or you can shoot it from below.
Any word of big combat updates/overhauls? I would love a light and heavy attack button system. We fight dual wielding enemies within the first few levels. However, there is no way for my character to do it that I know of.
Not yet no. They are releasing a roadmap within the next few weeks hopefully so we'll get a better idea of what is planned. But not sure if dual wielding is one of them yet.
@@GPxGP I hope so. Also, would be nice to get Daggers too. My dreams of being a dual dagger wielding Assassin could then come true in this awesome world. Let's hope they do all that and more. Woooo!
@@Drekulviin I found the nerf to be extremely annoying. If they wanted to nerf it, they should have done 15% or 20% at most, not a whopping 50%. When you have a health pool of 1k, and take 300 or so in damage per hit, having the thing tic for 15 a second isn't really doing much when you're soloing and outnumbered.
@@Taison77well clearly it was designed to be a small heal to bridge the gap, not a complete replacement for having to think about your health. You SHOULD have to worry about healing when you’re completely surrounded by enemies. Or else they should just take healing pots and the healing staff out of the game.
@@mvcfitz33 i disagree there. By taking that talent tree, you're giving up another tree. So if I'm a paladin, that can tank and self heal but lack all other utility like insane damage or damaging spells or QOL like double jump or updraft, I think that's fair. What had happened is a whole tree was made completely pointless aka fewer choices. 2handed tree is completely crap, what was the point in making yet another tree crap also? Are we all supposed just to play wand slinging mages, archers and sword n` board tanks?
@@Taison77 I never claimed that the talent tree was great, or even good. I agree all of the branches could use a LOT of work to make them significantly better. But my point still stands that this talent was clearly designed to be used as a secondary, supplemental heal to other main healing sources. Whether that's how YOU want it to work or not, that is the intended design. Just because you want to play a paladin build and use that to perpetually stay at full health doesn't change the fact that that was not the intended design for the talent. So they simply brought the numbers in line with how they want the talent to function. So you can certainly still use it, but yeah you're going to see less effectiveness if you're not willing to use other healing sources. Not to mention if you are trying to play a paladin build, there are multiple other nodes in the melee tree that provide health back in some way, either through straight-up health return on damage like Battle Heal (plus Bloodletting and Lifeburst down that same line if you use a magical weapon at all, which I'd assume yes with a paladin build.) Also more health orbs Blood Warrior. You can disagree all you want whether you LIKE it or not, but there's not really any disagreeing with the fact that this is how they want the talent to work, because that is obviously how they are designing it.
They need to change enemy damage or something, having the tank skill tree feels useless and a large health bar feels useless when you get 1 or two shotted by grunts lol
Idk what your build is I feel very tanky. I can tank like 15 hits from grunts, plus I have life steal and regen from weapons and the skill tree so I'm always getting health back.
@@Asian_Import I’m a fire wizard/battlemage healer but I put a lot of the tank skill tree upto earth aura because I keep getting smoked, my class isn’t finished yet gear wise just finished the skill tree last night and experimenting
So still melee combat sucks and some MAGE with this shit Acid bite can just come in and boom boss dead.... good job devs it's confirmed the devs are harry potter fans not melee combat fans damn what a shame another game ruined and ruined into a magic simulator, where only magic is the best class to play and again we see a RPG game shitting on warriors and barbarians and Tanks.
I hope they make books cheaper to craft. There’s no reason for it to cost 20 books for 1 decorative book or 80 books for a stack of 4 decorative books.
Restoring Rattlebleak is really fun so far. But there is one snag I came across you might want to be aware of. There's some Shroud underneath one of the buildings i'm working on because in one of the rooms you can go down there. This means any building or ground in that Shroud spot can't be renovated. It's not too bad for my spot, but something to keep note of when picking which buildings to renovate.
Pretty sure by this time most of the people already consumed every single bit the EA had to offer and is just building bases like everyone else. I'd come back to the game once more areas open up and more QoL features are added like having more yield to farmed plants.
everytime i log onto my own private solo server the world map fog i have explored gets reset and all markers have the little mark to tell me its a "new" marker on the map. is this intentional or is my save just funky? its not a huge issue just makes remembering places i have explored already abit more tedious lol. appreciate any replies!
I hate to break it to ya' but there's no "Optimize" button on even mainstream Game Engines like Unreal, Unity or Godot, let alone an in-home, custom built Game Engine like I assume Keen's is. So, until they stop adding features, I'm pretty sure it's going to be hard if not impossible to fully Optimize the game. I'm not saying they can't do Optimization Passes on the game, but fully Optimizing the game is something they have to do after most of the World, Quests and other Content is added to get it to where it should be or at least where they are happy with it. When they are done adding features, including POI's, Dungeons, NPC's, Quests, Bosses and different regular Enemies, Loot, Resource Nodes and Skills, then it's going to be a lot easier to fully Optimize the game and get much better and more stable Frame Rates for the game to run at a level where most people will be able to play it without lag, stutter and rubber-banding, if playing Multiplayer. Edit: I was replying to @jailevings5511. I had to say that because apparently Big Daddy UA-cam said "You're not allowed to respond to this person, f*&k you!" Thanks UA-cam. I love you too! 😘 🖕 Also, I guess I can't use Emoji's either. Idc, I'm using them anyway.
I started as an archer and went and solod the wyvern boss in pike and I actually had to do the mechanics right or I died... Got mad after that because my wizard friends killed things with ease, I switched to wizard and it completely over shadowed every other class.
I personally dont think that nerfing aura skill is a problem, i just crafted eternal heal channel and when i saw those numbers how much it heals me, im gonna get rid of aura skill permanently
Hey about OP stuff, no one force you to use it.(by you I mean the ones that cryed about it) I don't understand people crying about something OP, it's not a PvP game anyway and you don't have to use it. But don't go against does who wish to use it. Let all be free of their choices. in short ; mind you fakin business ! Did they fix the level 99 Mace-Like club ?
Acid bite was not nerfed because its either working as intended and is overpowered for the current game state, but they plan on increasing the level cap in the future. Or more likely because they have not done the internal testing to know exactly how to nerf it. Game balance is not as easy as people think it is. Simply changing values with out testing how they effect gameplay is a huge waste of time and resources. I am a little concerned about the water aura nerf. That ability is the only reason Im still able to compete with enemies. I have armor rated for the area im in and still get two shot when hopped up on game meat.
Strongly disagree with the Water Aura take. It's really just the Green zerkers and desert birds that do abnormally high amounts of damage. Water Aura basically twinks every other mob in the game and completely nullifies the need for bandages and regen food in a survival game. I even found myself teching into water aura in non mage builds when I wanted an easier experience. Double jump, Updraft, and Water Aura were basically staples of skill tree
I just swap to a pala heal build, from a mage with water aura. Before I was running around just taking the dmg face on, while just using the wand.. But still needed to think a little.. Now I can take on large groups and still not die, I heal around 70 with each crit I do.
I almost don't even want to mention this other problem with acid bite because it's too much fun to play, but if you spec into the stamina and health balls on crit stuff acid bite will crit for ONE damage on all the the things like building blocks, barrels and fences to name a few spawning hundreds if bot thousands of these balls. it's hilarious.
I must be doing something wrong because most enemies near my level 2 shot me. Im only lvl 15 and im playing as a mage. My damage out put is not very good and I only have the mage armor because I cant find anything better. I have been getting bows and shields like crazy but wands, staffs and mage armor are nearly impossible to find. If it deals melee damage like the zombies near the capitol they two shot me. The big ones with the axes one shot me if its not a glancing blow. I basically had to do a no hit run on the whispwyvern because if I was not at full hp I would go down.@@kolr2873
busy playing Palworld atm but I want to get into Enshrouded too one reason I might not is because Palworld runs great on all high settings but enshrouded barely does on all low!
I'm surprised the first patch didn't address a lot of the balance issues, this game is way too easy to exploit and finish. The enemies across the board need a buff, and the late game needs to be massively overhauled and more difficult. My main issue is the enemy AI needs a ton of work. The Fel enemies need the ability to scale vertical walls to reach and path-find to the player, no matter where they are. Just look at the simple enemy pathing in Left-4-Dead games. No matter what building or roof the palyer is on, in left-4-dead, the enemies will rush and pathfind to you, climing, and jump small gaps. Enshourded needs this for the more faster Fel enemies that rush you. Maybe make the slower ones climb slow, but the fast mobs REALLY need to be a threat to players simply perching up on a roof or rock pelting damage. This way someone playing a ranger and more Stealth, will actually have utility to their stealth, they want to remain hidden do stealth shots, and remain hidden in bushes. The game introduces the stealth in bushes in the start of the game, and I never EVER used it after that, because the game is way too easy. The enemy outdoor camps and POI's also need to have "look-outs" or scout mobs atop those sniper towers, like in Zelda Breath of the Wild, these mobs need WAY better line of sight, to spot players at a distance and sound a horn that buffs all nearby enemies in said camp. This "alert buff" should make the enemies move faster, attack faster, and reach and chase the player faster. As well as "spawn in" extra mobs that just claw their way out of the dirt around the enemy that sounded the horn, and then rush the player. As for slower mobs or ones that can't climb, need to have their AI tweaked that if they can't pathfind to a player, but are being "cheaped" at a distance, they can eventually battle cry or roar for help, that summons smaller lesser, faster mobs that can scale walls, and rush the player. IT doesn't have to be all the mobs obviously, a boar should just run around frustrated if the player jumps up out of reach, but the more advanced mobs, like the big shielded Fel, should reach a point where they let our a war cry or bang on their shield to call in "back-up" spawning lesser, more aggressive mobs that can rush and pathfind to the player no matter how high they climb. This adds a more dynamic feel to combat, and gives enemies more tools to actually fight back against the player. As in the game is just WAY too easy to go into high level areas early and get gear by being cheap. They also need server-side difficulty options, so if other players want a more relaxed easy time, they can keep the game as is, or even set it easier, or crank it all the way up to where mini-boss enemies and end-game enemies can randomly roam around and hunt the player in certain regions. If I'm playing a ranger / stealth character, i want to feel the threat of the enemies, and actually use my stealth. If you come across an enemy camp at a distance, and try to 1 shot a look-out, hit him but dont finish them, i want to hear that enemy horn, and see enemies rush my location, no matter how far I am. Making it that I REALLY have to run if I'm trying to poke and cheap high level mobs. The game ain't fun with such basic and easy AI.
no you are not at endgame you are at mid game at best the game is in ea we have half the world map and less than 40% of the story there is not end game yet
The water aura nerf was overdone, its more than 50%. It slowed the ticks as well as doubled the int required per point. It was too strong but that was too strong a nerf. The other auras were, and still are, lacking. Why this got nerfed and not some spells (acid bite i'm looking at you), in addition to the size of the nerf, makes me question the competency of this dev team. Meanwhile i'm still randomly getting damaged when i'm mining and now with water aura nerfed i can actually do more damage to myself mining than water aura can heal? i'd laugh but its only funny for a moment, then its depressing. Hopefully they get better at this type of balancing with a live game now that its in early access.
@@Tomivee03 great, now try and use them as a melee user. bandage? your dead because of animation. swap to staff? your dead because animation and you focused on melee not caster. Potion? great.... must be nice throwing a bank at something and considering it a fix. Food regen? yeah wont even go there...
They need to forget about a trinity system designed for mmo's with endgame content in a solo game it's really stupid all its done is make melee builds completely useless this is a solo/co-op game that should be fun...
@@ZtgWolf1354 Me too. I have over 45 hours and I'm taking my time. People said wands/magic was OP but I like a challenge so I only use wands for those pesky bats. I love this game, I got no complaints, I don't nit pick crap.
Nerfing Water Aura is a step towards more balanced combat, but they still have a huge issue in enemy burst damage. All water aura currently does is top player health back up between fights... during fights one either barely gets scratched and can just pop a potion after or they get one shot... there is no in-between. This might be fixed with the NPC poison nerf, since those were the worst, but combat still needs a lot of fine tuning. Also, for those that were running water aura in a support capacity there is an armor set that give over +100% healing that should basically un-nerf it... though you'll take an armor loss since the gear is late teens or early 20s in level.
@@Virtual-Lotus-95 My main issue with the Water Aura nerf is that it is pretty much the only useful thing in the entire healer tree. Pretty much everything else centers around rezzing people more quickly or with more health... if your healer is more focused on reviving downed teammates than keeping them up that's a pretty shit healer. Not to mention that Water Aura doesn't become OP unless one spends a TON of skill points into all of the caster trees to grab as much INT as possible. I went pretty much full caster for that exact reason. Still, combining Water aura with health regen armor and food for amazing passive regen saves me the need to carry potions, so I'll keep using it.
I hate when people say overpowered then just don’t play with it….cars are overpowered in gta why not walk everywhere 🤦🏽😂stop complaining they just need to buff swords and bows
Exactly, I don't get it either. It's a single player game...why do you care what I do? If something is overpowered, let me enjoy it, and you can use a different build or skill to create your own challenge.
I really like this game so far, but it feels kind of tedious to me. I jumped back into Valheim (the only other survival game that I ever got sucked into) to see if it was in my head. Maybe I'm just not far enough into Enshrouded yet, but Valheim felt less tedious.
I mean.. they could just of done so everyone can loot the boss and left the respawn timer to what it was.. if we had shared loot it wouldn't be such an problem. But this change only made the problem of things respawning even worse.. I am someone who really dislike the fact that things respawns in the world each time you log back in.. because it can be easily abused by looting an tower/chest and then logging back and in again to have it reset in the world.. rinse and repeat.. broken shit. This is why chests/bosses and Flame shrines shouldn't respawn, which would force you to have to explore the world to find more things.
A game like this is massive and shouldn't have finite resources though. As is, if you were only ever allowed to loot anything 1 time, you wouldn't have enough sparks to upgrade your flame level to current max, and you wouldn't be able to progress. And, yes, I counted to make sure. You'd be stuck forever. That's not a good solution.
@@ZtgWolf1354Well keep in mind.. the map we have now isn't the full map.. its like only 30% or so of the whole map.. meaning they will add more later on. Also other survival game can survive with limit supplies.. look at Valheim which this game is inspired by.. Valheim have limit resources and it's can survive.. also the map in Valheim is also Massive. There is no real reason for this game to have infinite Resources.. And the Spark thing.. well easy fix.. lower the amount of flames needed to upgrade your flame so you still can reach current max with the ones already existing.
oof, sprint jump nerf, aura aswel... Aura nerf is ok in my book but sprint jump nerf? Have the devs never played their own game before early access launch? Anyone playing the game pretty much discovers sprint jumping in the first hours, if it's not an intended feature then how on earth did it make it past development into public release in the first place?
They should put fkn roads/ paths on the fkn map so we can see where we are going or need to go I am sick of thinking I need to go one way just to run into a wall and have to go back and then go another way just to hit another rock wall and take hour or more of my time just to find a place on the map I need to go
1440p, Full Res Scaling, max settings, 80-120 FPS at all times while hosting multiplayer. Running an RTX 3080. You might have a bunch of stuff running in your background causing issues.
@@JohnDoe-bf7hb yeah not sure, I have a 3080 with last years i7 and 32gb of ram. Running on all SSDs. I play a few demanding games, no issues. I’ve tried everything and my frames still tank.
Acid bite is definitely OP but its nice to have a sort of "final form" for magic users. That being said it does kind of ruin it when you are having a genuine fight with a boss and one of your party members just lazily throws it down and kills it in once second lol. Theres no way they wont nerf this at some point
What are you hoping to see in the upcoming Roadmap?
Get your Enshrouded Server here: nitra.do/GPxGP
So still melee combat sucks and some MAGE with this shit Acid bite can just come in and boom boss dead.... good job devs
it's confirmed the devs are harry potter fans not melee combat fans
damn what a shame another game ruined and ruined into a magic simulator, where only magic is the best class to play
and again we see a RPG game shitting on warriors and barbarians and Tanks.
Add an option to "tap to harvest". I'd like to browse youtube while hacking ore veins or, better yet, not feel like my fingers about to fall off when harvesting hundreds of flax lol
@@tanelviil9149 To be fair, the shield parry window is one of the most generous I've seen in any game. It's almost a free stun rather than a block.
But yeah I agree with your main sentiment. Bow / Dex players get tons of mobility and stamina QoL for free as they tech into their end game spec. Mages get Water Aura and negligible mana constraints for the strongest burst abilities in the game. Hell, wand + shield feels significantly better than sword + shield in every scenario. The 2H Barb power fantasy is just not comparable at the moment.
If they aren't going to buff the bow build, then AT LEAST give us an eternal quiver or something. Requiring hundreds of arrows per run is so annoying. Or at least add perks in the dex tree that give us double twig, or chance to not consume an arrow, or make it so the flurry shot doesn't consume 3 arrows. Something anything. mages have eternal spells, but rangers don't have eternal quivers?
Rework/expansion of the skill tree
I think they should add an option to tame certain animals like the goats to give u milk to make food with would be neat or sheep to give you wool to make fabric or something
You talking about lamball’s and mozzarina from Palworld right ? Lol
@@iamZelus I mean that a good example, but it also kinda makes sense. We have a farmer npc and we can grow our own plants, let us farm some animals too😂 who's really against more content?🤷🏼
@@JimJamTalks that's what I'm saying! Give us farm ableanimals! Or give us death😂
You legit don't have to interact at all with the more advanced food recipes in this game. I'm still just using a potion, a piece of bird meat and stamina. Not much else is even needed endgame. The game is way too easy. Not enough difficult mobs, not enough mobs in certain dungeons or POIs, and everything can be easily cheaped. The AI isnt advanced enough to pathfind to the player or climb vertical surfaces..
they confirmed on discord before launch of EA that they have this in plans
The magical storage should also have a shared inventory with the crafting station, and we shouldn't have to select just one recipe at a time. Instead, it would be nice to be able to select the recipes, the desired quantity of each and let the crafting station take the necessary resources from the magical storage. The order of priority would be based on the recipe with the lowest quantity to craft.
For example, in the smelter we could select the desired quantity of each bar (+1, +10, no limit...) and the necessary resources would be used automatically when they are available.
Great video by the way :)
That could be an upgraded station for the end game so it doesn't completely trivialise crafting.
Yeah maybe ! But I would love to see the NPC do some work on the stations, that could illustrate the idea.
i think loot should be independent so everyone gets loot from a box / boss
we noticed that if we are all near the chest when its opened it drops more things
Atleast an option for this would be fantastic, but due to trading, it does mean you could almost be getting TOO much loot
There are some decent changes listed, thank you for covering this. The tin bars fix was much needed, and I'm glad to see the grappling hook fix applies as well. Good luck with your town restoration project! I use Longkeep as my primary base and I've been rebuilding and adding onto it as I go, but I've a certain area underground that keeps getting reset each time I log back into the game that is well inside my build area. I suppose we'll see if this gets fixed in a future patch, or if there's some trick to keeping it from disappearing. Thanks for the videos!
I'd like to be able to highlight loot items on the ground and I'd also like to know what I'm looting instead of it just saying "loot". Also I'd like to be able to split stacks easier. If I have a stack of 100 items and all I want is 2 of that stack, I have to keep splitting the stack in half
Yeah the split stack thing is just silly...they should simply had a slider window when you activate the function, that let you choose how many you want to separate from the original stack, like a lot of games do.
@@dimercamparini absolutely!
I want to be able to upgrade chests where they are at and NOT have to take everything out and remove the chest and add a new chest, This especially sucks when you have your chests inbedded in the wall and three stacks high.
I hope they fixed the issue when you open a menu of any kind the game freezes and forces you to alt F4
they should make loot glow a little on the ground when it drops
Yes, with a big red arrow hovering over it !
corpses glow in my game, you mean like loose loot? like metal scraps etc?
@jensdeblock1691 yeah, when u mine something it can blend in with the ground
the amount of time i spend getting those tinbars just for them to nerf the cost today...fml
Lol, I feel like I'm the only person who didn't have issues with tin bars, haha. Hell, just brake shit and you'd pick them up. There are a ton of tin nodes out there. We'll at least it's fixed.
Got lucky figured out breaking pots and stuff in the higher level zones just drop bronze bars colored fabrics and tin bars basically skipped tin farming cause I just had 10 bronze bars to make the lab station
So still melee combat sucks and some MAGE with this shit Acid bite can just come in and boom boss dead.... good job devs
it's confirmed the devs are harry potter fans not melee combat fans
damn what a shame another game ruined and ruined into a magic simulator, where only magic is the best class to play
and again we see a RPG game shitting on warriors and barbarians and Tanks.
@@tanelviil9149 sounds like a get good moment
@@tanelviil9149 bro cry about it some more lmfao 😂...😢
Not a fan of the Water Aura Nerf, they went too hard on it, now it's barely worth it even for a max-Int build. If not for the Int in the Healer Tree, I'd just give up on it and side into an Endurance build.
Acid bite? They need to fix the acid blade dudes.
Reduce the damage a bit and either make them stagger for at least one sword combo when hit or increase their attack cooldown as they basically attack non-stop and you cant get more than one hit in safely.
As a result they have the potential to easily kill you and you end up either doing one hit and blocking/dodging, kiting or cheesing them. You can't really guard break them either as you have to be so defensive their metre drops.
They are just not particularly fun to fight right now.
Yeah, those Dual Poison Saw Cleaver Bandits (what I call them cuz that's what their weapons look like) suck aaaaassssss! I hate those guys. They are relentless.
I really hope they take your advice and make them not so crazy you have to cheese them, yet I hope they don't go the other way and make them a cake walk. A nice in between is all I'm saying.
Water aura nerf if bubkis. The problem with it is scaling. Theyll need to fix it with scaling not a straight percent nerf. At higher levels it is no where near as useful as it is early levels. Early on sure its incredibly strong. But later at end game when bad guys consistently hit you for half your health or more and you have more health over all the amount healed is much smaller even if you arent a con focused player it only tics up like 10%.
It definitely needs adjustment, but this feels like a jerk reaction instead of tuning. They should simply make the first point investment heal like 2 to 5% per tick or something and the additional points could be increase percentage based on every 2 int or something. Then the last point could be group focused and increase the radius instead.
Anything along those lines with tuning makes far more sense.
Now, instead, a 100% heal focused player who invested most of their points in healing will get a marginal at best increase at max level.
I heard they gutted Acid Bite too... these "developers" should never be allowed ANYWHERE near a game being developed. Ever. They clearly don't know what they're doing.
They need to allow us to change what we want to on our own dedicated servers. Give us the ability to modify the settings ourselves on our own dedicated servers. I'm not sure why they don't.
They fully plan to, but people are abhorrently impatient.
Because the game is an alpha?
@@ZtgWolf1354 I'm not sure where I read that they planned to implement this. Can you point me to that info?
@@drewelric118 What a great time to test...
@@Manawar “I can’t believe this game that was released a week ago into early access doesn’t have this very niche setting” - you
I was really hoping they would fix how broken the red lava is…even if you jump out of it it still kills you after your on safe ground…
THANK you so much GP for covering Enshourded I am so in love with the building .. and I like this game.
I'm glad people are happy i'm covering it. I'm enjoying the game so much, in fact a lot more than I ever expected as it's always been a struggle to enjoy games at length since Ark, but this one has definitely hit that sweet spot.
Just wanted to share the jump attack is buggy maybe, since the attack would work only when you hit the ground so if you get swarmed by many enemies youd prob float on top of their head until you hit the ground
Oh yes i've floated on top quite a few times!
The tin buff was much needed. I was going insane farming tin for bronze blocks during my playthrough. Will be a welcome change whenever I revisit the game for a second playthrough
I’m 323 hours in and I’m still messing around on the map and building and playing Co op with my girlfriend 😂
@@SarcasticComments23 I definitely can see Enshrouded being the type of game people can dump 1000 hours into and I'll almost certainly revisit the game multiple times before full release. The shell is phenomenal, I'm just a hungry power gamer and the end game systems for tech trees, bossing, and skill progression just aren't deep enough to hold my attention for more than the 80 hours I put in.
I wouldn't be so critical if the game wasn't great and luckily there's a lot of time for the devs to make it even better.
tbh I did not really see or feel a problem with tin, you really don't need that much. I crated all the bronze comfort stuff, tools and arrows and had to make only 3 tin trips to do so. I spent far more time farming wood for charcoal to make all that happen.
Fighting the gorgon matron with a melee build was a nightmare, you just get one shotted instantly if you make one error. Good thing they nerfed that bish.
I took my mage out for a run after this and while water aura had been hit hard it's still viable for solo play unless you were overly reliant on it either by being lazy about taking hits or using blood magic and burning mana too much. Playing smarter will offset the nerf.
The acid barf from matrons was reduced but strangely player version left intact, at the very least bosses should have got some poison resistance.
At the moment the crafting stations infinitely run recipes so it makes sense not to have them see resources. I think they''d have to change how those work to be included in the storage pool.
Excited for when they do that expansion and level cap addition
I've encountered the bug/glitch of the quest "A Crucial Investigation" not spawning the Matron you need to kill.
On 2 different saves. . .
I personally hope they fix the snapping issues on existing structures so we can actually repair them, not tear them down and rebuild.
That Matron issue is actually the one shown in my video. It does spawn, but it's on the floor above. Not sure if it's a mistake in design with there being no way up to the next floor. But when you get to the point where the Matron's health bar appears and you hear it walking around you need to throw some explosives at the ceiling. Matron will either fall down or you can shoot it from below.
@GPxGP Thanks for the info! Hopefully she won't be a problem for me much longer now. Lol
@@GPxGP Success! Doesn't help that I was looking in the total wrong building! 😆
I was down where the toxic freak runs around with the mud.
They fixed tin ore smelting requirements, but they failed to adjust the stack it only stacks to 20 and all other bars stack at 50.
Any word of big combat updates/overhauls? I would love a light and heavy attack button system. We fight dual wielding enemies within the first few levels. However, there is no way for my character to do it that I know of.
Not yet no. They are releasing a roadmap within the next few weeks hopefully so we'll get a better idea of what is planned. But not sure if dual wielding is one of them yet.
@@GPxGP I hope so. Also, would be nice to get Daggers too. My dreams of being a dual dagger wielding Assassin could then come true in this awesome world. Let's hope they do all that and more. Woooo!
The chain jump was so nice to use to get around the map, feels so slow now. Guess it was broken though. The water shield nerf is the biggest imo.
That's an exemple of a stupid and annoying fix. I didn't hurt anyone nor the game.
p.s. I didn't know about that tip.
@@Drekulviin I found the nerf to be extremely annoying. If they wanted to nerf it, they should have done 15% or 20% at most, not a whopping 50%.
When you have a health pool of 1k, and take 300 or so in damage per hit, having the thing tic for 15 a second isn't really doing much when you're soloing and outnumbered.
@@Taison77well clearly it was designed to be a small heal to bridge the gap, not a complete replacement for having to think about your health. You SHOULD have to worry about healing when you’re completely surrounded by enemies. Or else they should just take healing pots and the healing staff out of the game.
@@mvcfitz33 i disagree there. By taking that talent tree, you're giving up another tree. So if I'm a paladin, that can tank and self heal but lack all other utility like insane damage or damaging spells or QOL like double jump or updraft, I think that's fair. What had happened is a whole tree was made completely pointless aka fewer choices. 2handed tree is completely crap, what was the point in making yet another tree crap also? Are we all supposed just to play wand slinging mages, archers and sword n` board tanks?
@@Taison77 I never claimed that the talent tree was great, or even good. I agree all of the branches could use a LOT of work to make them significantly better. But my point still stands that this talent was clearly designed to be used as a secondary, supplemental heal to other main healing sources. Whether that's how YOU want it to work or not, that is the intended design. Just because you want to play a paladin build and use that to perpetually stay at full health doesn't change the fact that that was not the intended design for the talent. So they simply brought the numbers in line with how they want the talent to function. So you can certainly still use it, but yeah you're going to see less effectiveness if you're not willing to use other healing sources. Not to mention if you are trying to play a paladin build, there are multiple other nodes in the melee tree that provide health back in some way, either through straight-up health return on damage like Battle Heal (plus Bloodletting and Lifeburst down that same line if you use a magical weapon at all, which I'd assume yes with a paladin build.) Also more health orbs Blood Warrior. You can disagree all you want whether you LIKE it or not, but there's not really any disagreeing with the fact that this is how they want the talent to work, because that is obviously how they are designing it.
they fixed the fking jump sprint bug that made the game enjoyable
they seriously need to make stamina only consume while in combat/climbing
there is more amber on the mountain wall in the north west right over the big copper mine in northwest
they should make bunnyhopping a skill. on late tier for melee classes
Acid Bite is way OP. I'm surprised it was not nerfed.
They need to change enemy damage or something, having the tank skill tree feels useless and a large health bar feels useless when you get 1 or two shotted by grunts lol
Idk what your build is I feel very tanky. I can tank like 15 hits from grunts, plus I have life steal and regen from weapons and the skill tree so I'm always getting health back.
@@Asian_Import I’m a fire wizard/battlemage healer but I put a lot of the tank skill tree upto earth aura because I keep getting smoked, my class isn’t finished yet gear wise just finished the skill tree last night and experimenting
I don’t have any leech though just water aura
@@Asian_Import do you know if ranged stacks with wand and staff damage?
So still melee combat sucks and some MAGE with this shit Acid bite can just come in and boom boss dead.... good job devs
it's confirmed the devs are harry potter fans not melee combat fans
damn what a shame another game ruined and ruined into a magic simulator, where only magic is the best class to play
and again we see a RPG game shitting on warriors and barbarians and Tanks.
I hope they make books cheaper to craft. There’s no reason for it to cost 20 books for 1 decorative book or 80 books for a stack of 4 decorative books.
restoring the city in the game sounds fun ngl i think i have a new idea on what to do in the game now once i ran out of content to play
Restoring Rattlebleak is really fun so far. But there is one snag I came across you might want to be aware of. There's some Shroud underneath one of the buildings i'm working on because in one of the rooms you can go down there. This means any building or ground in that Shroud spot can't be renovated. It's not too bad for my spot, but something to keep note of when picking which buildings to renovate.
I would never touch acid bite again if i had eternal lightning spells
Weird they nerfed building pretty hard. 100 blocks instead of 200. To build large bases you are now gonna spend some time
Yeah Water Aura was broken, after respecing with it a bit before Wispwyvern I maybe used a single healing potion in next few hours of playing.
Pretty sure by this time most of the people already consumed every single bit the EA had to offer and is just building bases like everyone else. I'd come back to the game once more areas open up and more QoL features are added like having more yield to farmed plants.
You mean you don't want to spend 3 days farming and harvesting flax? 😂
When did/do these changes happen? I was playing last night and didnt have an update nor were these changes in effect for me
Update happened 2 days ago.
Of course I just put points in water aura for them to Nerf it kinda shit when you only get limited points to spare
everytime i log onto my own private solo server the world map fog i have explored gets reset and all markers have the little mark to tell me its a "new" marker on the map. is this intentional or is my save just funky? its not a huge issue just makes remembering places i have explored already abit more tedious lol. appreciate any replies!
did they fix the framerate issues
Not yet, they are still working on improving it.
Nope, still low fps
I hate to break it to ya' but there's no "Optimize" button on even mainstream Game Engines like Unreal, Unity or Godot, let alone an in-home, custom built Game Engine like I assume Keen's is. So, until they stop adding features, I'm pretty sure it's going to be hard if not impossible to fully Optimize the game.
I'm not saying they can't do Optimization Passes on the game, but fully Optimizing the game is something they have to do after most of the World, Quests and other Content is added to get it to where it should be or at least where they are happy with it.
When they are done adding features, including POI's, Dungeons, NPC's, Quests, Bosses and different regular Enemies, Loot, Resource Nodes and Skills, then it's going to be a lot easier to fully Optimize the game and get much better and more stable Frame Rates for the game to run at a level where most people will be able to play it without lag, stutter and rubber-banding, if playing Multiplayer.
Edit: I was replying to @jailevings5511. I had to say that because apparently Big Daddy UA-cam said "You're not allowed to respond to this person, f*&k you!" Thanks UA-cam. I love you too! 😘 🖕
Also, I guess I can't use Emoji's either. Idc, I'm using them anyway.
I started as an archer and went and solod the wyvern boss in pike and I actually had to do the mechanics right or I died... Got mad after that because my wizard friends killed things with ease, I switched to wizard and it completely over shadowed every other class.
Archer is fun tho
My archer out dps any wizard actually.
@@celphalonred1999 yeah right.
I personally dont think that nerfing aura skill is a problem, i just crafted eternal heal channel and when i saw those numbers how much it heals me, im gonna get rid of aura skill permanently
Heals for 200,300 for me and it costs only 21 mana and it has 1 second cast time
Hey about OP stuff, no one force you to use it.(by you I mean the ones that cryed about it)
I don't understand people crying about something OP, it's not a PvP game anyway and you don't have to use it.
But don't go against does who wish to use it. Let all be free of their choices.
in short ; mind you fakin business !
Did they fix the level 99 Mace-Like club ?
The patch broke the game hahahaha. Bosses appearing everywhere, the carpenter forgets how to craft stone braziers etc...
I spammed spacebar everywhere i went cuz u literally never lost stamina,, that was one thing i said i hoped the wouldnt change
Updraft reset wizard dodged the nerfs, love to see it
Acid bite was not nerfed because its either working as intended and is overpowered for the current game state, but they plan on increasing the level cap in the future. Or more likely because they have not done the internal testing to know exactly how to nerf it. Game balance is not as easy as people think it is. Simply changing values with out testing how they effect gameplay is a huge waste of time and resources. I am a little concerned about the water aura nerf. That ability is the only reason Im still able to compete with enemies. I have armor rated for the area im in and still get two shot when hopped up on game meat.
Strongly disagree with the Water Aura take. It's really just the Green zerkers and desert birds that do abnormally high amounts of damage. Water Aura basically twinks every other mob in the game and completely nullifies the need for bandages and regen food in a survival game. I even found myself teching into water aura in non mage builds when I wanted an easier experience. Double jump, Updraft, and Water Aura were basically staples of skill tree
I just swap to a pala heal build, from a mage with water aura.
Before I was running around just taking the dmg face on, while just using the wand..
But still needed to think a little..
Now I can take on large groups and still not die, I heal around 70 with each crit I do.
I almost don't even want to mention this other problem with acid bite because it's too much fun to play, but if you spec into the stamina and health balls on crit stuff acid bite will crit for ONE damage on all the the things like building blocks, barrels and fences to name a few spawning hundreds if bot thousands of these balls. it's hilarious.
I must be doing something wrong because most enemies near my level 2 shot me. Im only lvl 15 and im playing as a mage. My damage out put is not very good and I only have the mage armor because I cant find anything better. I have been getting bows and shields like crazy but wands, staffs and mage armor are nearly impossible to find. If it deals melee damage like the zombies near the capitol they two shot me. The big ones with the axes one shot me if its not a glancing blow. I basically had to do a no hit run on the whispwyvern because if I was not at full hp I would go down.@@kolr2873
to gostando muito que voce esta trazendo outros games para seu canal sem ser o Ark,continue assim que vai crescer muitooooo!!!
They need to reduce the crafting requirements for arrows. Simply just make it so we craft more arrows with the current recipes.
acid bite is overpower at level 25 , want to see later of is really overpower ...
Why cant i make seedlings for desert flower?
I think it's bugged as the recipe doesn't appear, hopefully they fix it.
busy playing Palworld atm but I want to get into Enshrouded too
one reason I might not is because Palworld runs great on all high settings but enshrouded barely does on all low!
I'm surprised the first patch didn't address a lot of the balance issues, this game is way too easy to exploit and finish. The enemies across the board need a buff, and the late game needs to be massively overhauled and more difficult.
My main issue is the enemy AI needs a ton of work. The Fel enemies need the ability to scale vertical walls to reach and path-find to the player, no matter where they are. Just look at the simple enemy pathing in Left-4-Dead games. No matter what building or roof the palyer is on, in left-4-dead, the enemies will rush and pathfind to you, climing, and jump small gaps. Enshourded needs this for the more faster Fel enemies that rush you. Maybe make the slower ones climb slow, but the fast mobs REALLY need to be a threat to players simply perching up on a roof or rock pelting damage. This way someone playing a ranger and more Stealth, will actually have utility to their stealth, they want to remain hidden do stealth shots, and remain hidden in bushes. The game introduces the stealth in bushes in the start of the game, and I never EVER used it after that, because the game is way too easy. The enemy outdoor camps and POI's also need to have "look-outs" or scout mobs atop those sniper towers, like in Zelda Breath of the Wild, these mobs need WAY better line of sight, to spot players at a distance and sound a horn that buffs all nearby enemies in said camp. This "alert buff" should make the enemies move faster, attack faster, and reach and chase the player faster. As well as "spawn in" extra mobs that just claw their way out of the dirt around the enemy that sounded the horn, and then rush the player.
As for slower mobs or ones that can't climb, need to have their AI tweaked that if they can't pathfind to a player, but are being "cheaped" at a distance, they can eventually battle cry or roar for help, that summons smaller lesser, faster mobs that can scale walls, and rush the player. IT doesn't have to be all the mobs obviously, a boar should just run around frustrated if the player jumps up out of reach, but the more advanced mobs, like the big shielded Fel, should reach a point where they let our a war cry or bang on their shield to call in "back-up" spawning lesser, more aggressive mobs that can rush and pathfind to the player no matter how high they climb. This adds a more dynamic feel to combat, and gives enemies more tools to actually fight back against the player. As in the game is just WAY too easy to go into high level areas early and get gear by being cheap. They also need server-side difficulty options, so if other players want a more relaxed easy time, they can keep the game as is, or even set it easier, or crank it all the way up to where mini-boss enemies and end-game enemies can randomly roam around and hunt the player in certain regions. If I'm playing a ranger / stealth character, i want to feel the threat of the enemies, and actually use my stealth.
If you come across an enemy camp at a distance, and try to 1 shot a look-out, hit him but dont finish them, i want to hear that enemy horn, and see enemies rush my location, no matter how far I am. Making it that I REALLY have to run if I'm trying to poke and cheap high level mobs. The game ain't fun with such basic and easy AI.
I just want my arrows and quiver on my back as an archer...
Thank you for the news.
My healer was severely nerfed.
literally tackled all of my issues in the first patch. not bad. just wish it came sooner since im basically end game alread y
no you are not at endgame you are at mid game at best the game is in ea we have half the world map and less than 40% of the story there is not end game yet
Sooner? Seriously? It hasn't even been out 2 weeks...
The water aura nerf was overdone, its more than 50%. It slowed the ticks as well as doubled the int required per point. It was too strong but that was too strong a nerf. The other auras were, and still are, lacking. Why this got nerfed and not some spells (acid bite i'm looking at you), in addition to the size of the nerf, makes me question the competency of this dev team. Meanwhile i'm still randomly getting damaged when i'm mining and now with water aura nerfed i can actually do more damage to myself mining than water aura can heal? i'd laugh but its only funny for a moment, then its depressing. Hopefully they get better at this type of balancing with a live game now that its in early access.
Water aura was hella op, there is so many ways to heal, not only Water aura😅
@@Tomivee03 great, now try and use them as a melee user. bandage? your dead because of animation. swap to staff? your dead because animation and you focused on melee not caster. Potion? great.... must be nice throwing a bank at something and considering it a fix. Food regen? yeah wont even go there...
not even the whyvern bro but acid bite 1 hitting the Lvl.30 Matrons in the last sun temple is WILD they got way more hp than the fell whyvern
so the visuals are still broken yet they started "balancing" sh1t. typical disconnected devs. i am glad i haven't given them $$
the Acid Spit is an END GAME item, so yes is should kill the very low level boss easily, stop pulling straws
They need to forget about a trinity system designed for mmo's with endgame content in a solo game it's really stupid all its done is make melee builds completely useless this is a solo/co-op game that should be fun...
Melee is useless? Hmm... guess me being finished with current EA as full 1 hand sword and shield must be a myth, or I'm going crazy...
Big question did they fix mulitplayer issue where only 1 person gets the quest?
No, not in the patch notes
Devs say they are working on it, and I don't doubt it as I believe it is the biggest issue the game is facing (for multiplayer at least).
@@sharkbaitoohhahha thank you
I guess i am lucky, I never had any of the rake issues.
I've had absolutely 0 issues at almost 90 hours played.
@@ZtgWolf1354 Me too. I have over 45 hours and I'm taking my time. People said wands/magic was OP but I like a challenge so I only use wands for those pesky bats. I love this game, I got no complaints, I don't nit pick crap.
I can't wait to watch your videos ❤ it will be epic.🎉
thanks for the update Ogden
I'm glad the sprint jump got nerfed, it was stupid. But when are they going to nerf acid bite.
Sprint chain jumping should've been kept in
appreciate the changes
they still having fixed the Staff-jump-wand bug that lets want dmg hit the same as fireballs :P
Ofc they nerf it, after the pro no life players has stream the game non stop and learn to ace every bit of code the game are made of
this is just a fun relaxing little dumb game..why are they nerfing anything?
sprint toggle PLZ
So they nerfed my healer right after I unlocked it last night lol.
Decreasing spawn timers was dumb and fighting a mid level boss with end game gear to show how op acid bite is was pretty dumb
I hope they also change the books crafting requirements... 80 books for 4 books? Excuse me?
Nerfing Water Aura is a step towards more balanced combat, but they still have a huge issue in enemy burst damage. All water aura currently does is top player health back up between fights... during fights one either barely gets scratched and can just pop a potion after or they get one shot... there is no in-between. This might be fixed with the NPC poison nerf, since those were the worst, but combat still needs a lot of fine tuning. Also, for those that were running water aura in a support capacity there is an armor set that give over +100% healing that should basically un-nerf it... though you'll take an armor loss since the gear is late teens or early 20s in level.
@@Virtual-Lotus-95 My main issue with the Water Aura nerf is that it is pretty much the only useful thing in the entire healer tree. Pretty much everything else centers around rezzing people more quickly or with more health... if your healer is more focused on reviving downed teammates than keeping them up that's a pretty shit healer. Not to mention that Water Aura doesn't become OP unless one spends a TON of skill points into all of the caster trees to grab as much INT as possible. I went pretty much full caster for that exact reason. Still, combining Water aura with health regen armor and food for amazing passive regen saves me the need to carry potions, so I'll keep using it.
I hate when people say overpowered then just don’t play with it….cars are overpowered in gta why not walk everywhere 🤦🏽😂stop complaining they just need to buff swords and bows
Exactly, I don't get it either. It's a single player game...why do you care what I do? If something is overpowered, let me enjoy it, and you can use a different build or skill to create your own challenge.
Игра очень классная! Я играл вместе с другом, и мы прошли всю игру за 50+ часов. Ждём, когда выйдет новое обновление
But when are they going to fix the character models? I don’t want to be a hobbit.
the magic box does work with the crafting table what you smoking....
I really like this game so far, but it feels kind of tedious to me. I jumped back into Valheim (the only other survival game that I ever got sucked into) to see if it was in my head. Maybe I'm just not far enough into Enshrouded yet, but Valheim felt less tedious.
I fond it far less tedious than Conan, especially the building.
I found it far less tedious than Conan, especially the building.
Link to patch notes?
Steam....?
Sorry forgot to add a link: steamcommunity.com/games/1203620/announcements/detail/4064004264604194914?snr=2___
@@GPxGP thank you!
How about add grappling/ mounting. Not having that is baffling.
I mean.. they could just of done so everyone can loot the boss and left the respawn timer to what it was.. if we had shared loot it wouldn't be such an problem.
But this change only made the problem of things respawning even worse.. I am someone who really dislike the fact that things respawns in the world each time you log back in.. because it can be easily abused by looting an tower/chest and then logging back and in again to have it reset in the world.. rinse and repeat.. broken shit.
This is why chests/bosses and Flame shrines shouldn't respawn, which would force you to have to explore the world to find more things.
A game like this is massive and shouldn't have finite resources though. As is, if you were only ever allowed to loot anything 1 time, you wouldn't have enough sparks to upgrade your flame level to current max, and you wouldn't be able to progress. And, yes, I counted to make sure. You'd be stuck forever. That's not a good solution.
@@ZtgWolf1354Well keep in mind.. the map we have now isn't the full map.. its like only 30% or so of the whole map.. meaning they will add more later on. Also other survival game can survive with limit supplies.. look at Valheim which this game is inspired by.. Valheim have limit resources and it's can survive.. also the map in Valheim is also Massive.
There is no real reason for this game to have infinite Resources..
And the Spark thing.. well easy fix.. lower the amount of flames needed to upgrade your flame so you still can reach current max with the ones already existing.
The water aura nerf SUCKS!
oof, sprint jump nerf, aura aswel... Aura nerf is ok in my book but sprint jump nerf? Have the devs never played their own game before early access launch? Anyone playing the game pretty much discovers sprint jumping in the first hours, if it's not an intended feature then how on earth did it make it past development into public release in the first place?
They should put fkn roads/ paths on the fkn map so we can see where we are going or need to go I am sick of thinking I need to go one way just to run into a wall and have to go back and then go another way just to hit another rock wall and take hour or more of my time just to find a place on the map I need to go
Can anyone else get this game to run? I have a beastly rig and i barely get 20fps.
4k, full res scaling, most settings maxed 60fps or up always. GTX 2080TI no issues, think something is not right with your beast.
@@timpretzsch2609 I’m not the only one. Steam discussion forums have tons of similar posts.
1440p, Full Res Scaling, max settings, 80-120 FPS at all times while hosting multiplayer. Running an RTX 3080.
You might have a bunch of stuff running in your background causing issues.
@@JohnDoe-bf7hb yeah not sure, I have a 3080 with last years i7 and 32gb of ram. Running on all SSDs. I play a few demanding games, no issues. I’ve tried everything and my frames still tank.
Uh I didn't see anything on them removing small magical chests.. but I can't make them now..
I just checked and I can still make small magical chest in the workbench so they definitely haven't removed it.
Acid bite is definitely OP but its nice to have a sort of "final form" for magic users. That being said it does kind of ruin it when you are having a genuine fight with a boss and one of your party members just lazily throws it down and kills it in once second lol. Theres no way they wont nerf this at some point
Game crashed for me 5 times since patch
Is it on console?
I have no idea what this game is, I am here because I follow you for Ark.
Don't worry Ark isn't going anywhere. Just covering both games on the channel now.
I loved the jumping bug ):
The acid bite is pretty op...
Water Aura was fun for a minute, I was having fun. They broke some things I liked. Feels like a Blizzard game now. I'll move on.
If you're going to cheese bosses, its easier to do it from the top. :D
Better add also dungeon raid. Boss raid ..
suggestion: stop milking the patch notes into 10 minutes of timesink. if you want the clicks, shorten the video