Bought the game almost 2 years ago liked it funnily enough I only got a max build once
The point is to add risk vs reward
You can literally go through the entire game and never have to go to depths, even if you do if youâre absolutely vehemently against any kind of risk, you couldâve just use a Yunâshul wish to escape(from idols or otherwise)
People argue to game is literally too easy because thereâs not much risk at all in deep
An example being if you progress entirely in the overworld with a min maxxed pvp build (assuming youâre aware of where to go to level and stuff), itâd take just 5 hours to fully max that build.
The reward for taking bigger risks (progressing in the depths with deepbound and vow of thorns) is quicker progression, you can easily get to max with a good build in 2 hrs but it comes with obvious risks (harder monsters and pvp encounters at a low level in the depths lead you to usually being unable to beat layer 2 unless youâre already experienced at it or just take the ignition way out )
(Any other minmaxing would just be for items with hp/resistances which you can easily do on a dedicated PvE build which would take 3 hrs max to prog)
(Thereâs also basically 0 risk in the depths from players cause you can just go to layer 2 if you want to avoid fighting them)
Also the major grinding which is just for items since leveling is relatively easy, is not really lost on death since you can pass down a lot of items to your next slot(more with echoes) and you can store a lot of items in the bank so even if you wipe you wouldnât lose them
Putting this on a seperate post because it sheds a lot more on permadeath rather than just âitâs not that riskyâ
Each death of a character ranks that characterâs experience from F-S tier and a W rank if they got every echo achievement.
Depending on your achievements you get echoes that get perks work for all future and current slots. These perks arenât PvP related but they are QoL and PvE (more dmg to monsters, more starter weapons, more starting tools, quicker progression xp, etc)
The permadeath isnât just there to remove progress, it helps progress another aspect and lets you explore more options that previously you might not have wanted to experience.
I guarantee 90% of current wipes in deepwoken by max levels are voluntary (they wiped themselves and probs put the items in a bank/alt/passed down) and the 10% involuntary are people who were willing to take risks and ended up dying(theyâre 100% still gonna take the risks again with more experience)
There are also origins with their own bonuses/debuffs which dictate different starting spawns and other minor stuff like having your own faction base that you can teleport to and do bounties remotely from (voidwalker)
Thereâs also some talents you can get on death as well as regalia
they make amazing worldbuilding, combat and progression, then fuck it over by letting max files wipe new players
Theyâre adding a no risk mode to conquest + Battle Royale is no risk + To1 exists for players to learn, if youâre actually paranoid of max players wiping freshies (barely ever happens because they gain nothing) then just log on sight of one
Wait, this is a thing?
I like it
Pointless. Arbitrary. âUniqueâ.
Actively detracts from an otherwise fun game.
These same people have atleast a thousand, probably several, hours in deepwoken.
No proper roguelike game has runs that last this long, thatâs absurd to ask players to spend that long on a file that can be deleted on another personâs whim.
I erase files in games to try new things regularly in the few games that use such file systems.
I do not need a permadeath system to tell me when to restart in an otherwise fun multiplayer fighting game, I will do it on my own.
One of the most fun parts of fighting in these types of games is to attack people, I should not feel like an asshole for it.
If players keep asking for a reduction in permadeath and for there to be alternatives to having to deal with it, why should that not extend to the main game or even a near identical side game?
Iâd probably enjoy those modes more because I wouldnât feel like a piece of shit for killing other players and potentially deleting hours of progress.
Equally so itâd feel less shit to get jumped by a bunch of people at once and have no real escape.
This should never be a fear players have a good reason to have and that should never be a logical solution to a problem.
My entire experience with deepwoken was 1 week and I never want to play it again.
Only horror games get to make me feel like I need to check behind me once every minute or two and those usually donât ask for half the time investment deepwoken does.
Deepwoken has absolutely everything Iâve wanted in a game like this.
Varied memorable areas, varied memorable enemies, massive variety of viable playstyles, a fun combat system, and tons of places to explore.
Iâd love to explore deepwoken for everything it has if it wasnât plagued by shitty design choices.
I feel like shit when I win, I feel like shit when I lose, the mark of an awful game.
A. The game isnât a roguelike
B. You clearly do not have experience in many roguelikes
Also if you accept risk as I said later on you can literally max files in under 2 hrs
Players are asking the opposite as I pointed out
I love it alongside AO. Iâve been playing it since day one but Iâm still garbage at it.
You clearly didnât read the rest
You have argued to me time and time again that it is, whatâs new now?
I have the strangest feeling that those people wanting more permadeath are not the majority of the community.
If they were, entire gamemodes to cater to the other side (poorly) wouldnât be getting made.
I did and it still looks pointless and arbitrary.
Nothing is going to make me think its a positive.
Players donât need to be forced to replay a fun game.
Players donât need huge stakes, risk, or whatever you want to call it to have fun.
Deepwoken is one of the greatest examples on this platform on how make something incredible and horribly disappoint people at the same time.
No I havenât what?
Bro is just making shit up
They are
Not the reason for the game modes being made, its being made because itâs just for fun and not rewarded, you can use it to improve but thatâs not their purpose at all nor is it what itâs catering to.
The people in deepwoken find it fun to have risk and so did the devs who made it same with stuff carrying over after death. Your sole opinion is not gonna somehow change the more popular one. Deepwoken with no perma death would just be type souls or some other shitty game dead in 2 days.
you have horrible memory.
All the times Iâve talked about this awful game are blending together.
Show me a single message
Literally just click my name and type rogue like
Bro is trying to gaslight me
alright nevermind then, I must have mistook you for somebody else.
regardless it doesnât change the fact that a version of deepwoken without permadeath would be far more enjoyable, if not for you, atleast for me and a good chunk of the people here by the looks of things.
Yâall heard of private messages?
A good chunk of people here like permadeath which is a surprise considering that deepwoken and most permadeath games are a different significantly different genre from AO
Why use private messages bro when the point of the post was 100% to elicit reaction anyways