Other Players Opinions on Level 75 or 90 Cap and level 70+ boss challenges

I have brought this up to slcp_WaterfallX and the reply was promising, saying that they would like to hear from others in the community. So, I got curious and wanted to know what other players think. Do you think Absolver should have a higher level cap at around 75 or 90 and have rank 70 plus boss challenges?

I've just started playing Absolver about a week ago on the ps4, within the time span I found a nice build, beat all the bosses and in less than a day, beat all the boss challenges. After finishing that list, I began to notice certain qualities in the game that were nice, but could use a little extra somethin' somethin', ya know? features that I liked but felt like that needed a little love and I think a lot of players know what I'm talking about when they take the time as well. I took a look at my Attributes one day and noticed that I successfully got what I wanted in Strength and Dexterity, but I didn't have a lot to work with in skill points for everything else. I felt like no matter how much I tried, it felt impossible to work with EVERYTHING. I like strength and dexterity but I like endurance and vitality, a tank build I guess you would say and with the build I want, I wish I had just enough to work on will just so it doesn't take so long to get my shards goin. I guess what I'm trying to say is: we need more skill points so that everyone can make their IDEAL endgame build or whatever build fits a players style, HOWEVER it needs to be at fair sense where the game doesn't become a mess and players don't get easily pulverized. If not 90, then at least cap it at 75, just enough so that we can give a little bit to everything and it won't be overpowered.

Finally, boss challenges....ooookay now this is in my opinion what really needs to be tweaked and added. Leveling up in pvp? perfect, simple, don't change it. as for the ranked boss fights when you hit a certain rank?...welllll, Let's just say I beat Risryn at rank 60 in about 5 minutes, maybe 7 at max. you see the problem there? The Twins were harder to beat in the game and that was the first boss that I ever fought. not only do the bosses need a bit of a buff, but make it more interesting in a sense where we have more objectives, as in level 70+ boss fights. With more challenges, not only does it challenge us but it gives us more to do. makes us go out to pvp more and farm for those ranks.

alright I think thats enough of my little rant there. Please don't be afraid to reply your opinion, I'm open to criticism. If you like this idea, thank you and spread it out there as a suggestion, they WILL read your opinion, if you didn't like it my idea i do apologize. have a good day!

Comments

  • I like these ideas!
  • MrOmny said:

    I like these ideas!

    Thanks glad to know someone's listening :)
  • I like the idea, but not the implementation.

    I feel that 60 is a good enough cap - but attributes interaction needs to be changed or explained properly.

    Example;

    I run 20/20/20/20/4
    Its a well spread build very typical in most decks.

    With attribute caps thats pretty much the better average.

    Str needs to add some stamina damage bonus, while dex should add a frame speed up.

    Especially for attributes closer to 30, to allow the 'glass cannon' play style.

    Gold chaining also needs to have a stamina cost added, not a % of the cost but a solid cost modified by weight.

    Example;
    AtkStamCst + (1(Step x Weight modifier))
    step = number of consecutive gold chains

    ie; assume 5 gold chains, average weight and atack stamina cost of 10, we get
    1st hit before chain = 10 +(0(1x1))=10
    1st gold hit 10 + (1(1 x 1))=11
    2nd gold hit 10 + (1(2 x 1))=12
    3rd gold hit 10 + (1(3 x 1))=13
    4th gold hit 10 + (1(4 x 1))=14
    5th gold hit 10 + (1(5 x 1))=15

    There is now a more realistic expectation for gold chaining.

    the stamina cost increase effects quantity over quality, breaking the chain resets this.
  • edited August 2018
    As for bosses....
    I can beat twins faster then Ris.

    I do not feel bosses need a buff out of the gate, but an added dificulty choice.

    with issues around double marked ones still on the bug table, moves not working correctly and NPC's switching there style mid fight. I would rather see these fixed then new content.
  • Personally I'm all for a higher level cap. And you level up so fast in this game I don't think balance will be an issue.
  • edited August 2018
    looted said:

    I like the idea, but not the implementation.



    I feel that 60 is a good enough cap - but attributes interaction needs to be changed or explained properly.



    Example;



    I run 20/20/20/20/4

    Its a well spread build very typical in most decks.



    With attribute caps thats pretty much the better average.



    Str needs to add some stamina damage bonus, while dex should add a frame speed up.



    Especially for attributes closer to 30, to allow the 'glass cannon' play style.



    Gold chaining also needs to have a stamina cost added, not a % of the cost but a solid cost modified by weight.



    Example;

    AtkStamCst + (1(Step x Weight modifier))

    step = number of consecutive gold chains



    ie; assume 5 gold chains, average weight and atack stamina cost of 10, we get

    1st hit before chain = 10 +(0(1x1))=10

    1st gold hit 10 + (1(1 x 1))=11

    2nd gold hit 10 + (1(2 x 1))=12

    3rd gold hit 10 + (1(3 x 1))=13

    4th gold hit 10 + (1(4 x 1))=14

    5th gold hit 10 + (1(5 x 1))=15



    There is now a more realistic expectation for gold chaining.



    the stamina cost increase effects quantity over quality, breaking the chain resets this.

    i guess i can kinda understand this but why would we want a chain that takes away more stamina? also as for the attributes, yeah it would be nice if they at least buff the bonuses we get which I can understand where you're coming from. Cause I have seen it on ps4 where if get stamina up at a certain point like 253(i think thats like...20 something in endurance) if you level it up again it stays the same. Im looking at it wondering why is that thing?
  • Personally I'm all for a higher level cap. And you level up so fast in this game I don't think balance will be an issue.

    yeah that's another thing too we level up so quickly and reach prestige just like that. prestige is supposed to be this impossible rank that you can reach but it would take a HUGE amount of effort. In Absolver? I feel like Prestige is just being given to us like a hand out :(
  • It’s easy to get to level 60 and the first prestige yes, but getting to silver or gold is such a grind. Extending the levels would make it even more of a grind to get to the next prestige.
  • MrOmny said:

    It’s easy to get to level 60 and the first prestige yes, but getting to silver or gold is such a grind. Extending the levels would make it even more of a grind to get to the next prestige.

    Exactly! thats another reason why it should be between 75 and 90. and with harder boss challenges it will give us more goals to set for us. i would love to see a combat rank 100 Risryn in this game against a level 90 player, this way the final challenge would always be ahead of you, leading you to use your wits a little bit too
  • edited August 2018
    Oh so you are asking for more of a grind
  • yes and also for us to have more to work with within our attributes. As the game gets harder we should have more skill points for us to progress as well
  • Well I’m not totally against the idea, but I imagine with a level cap of 90 it would take forever to complete an entire prestige. 75 seems more reasonable.
  • but thats thing prestige is supposed to be a grind its always has been no?
  • It is a grind, and I’m not totally against making it a little more of a grind but 90 just seems a little much.
  • then I guess 75 would be best?
  • At least as a start.
  • yeah that makes sense
Sign In or Register to comment.