People’s inability to learn a simple mechanic doesn’t make it bad though.
My suggestion would simply prepare people for arcanes and maybe in the future they wouldn’t hate them that much, because they already know what arcane balls do!
My idea is based on Shigeru Miyamoto’s game design philosophy, so thanks!
As discussed before in previous million arcane not and for posts, the most problematic part is in Shattered Realm where it’s a clusterfuck and can’t see a damn thing. I agree with that.
Other than that arcane foes are good as it is. Even in the crucible, I heard they have been disabled for this particular reason, why not disable them in SR… I don’t really know. But if they do I got no complaints.
All it would take is giving the Arcane projectile a distinct sound effect, similar to what Grava gets on his dispell and “problem” is solved. Arcane is one of the few hero abilities that actually throws a wrench in the fight (alongside maybe Frozen and Diseased). The more the better.
No, being overpowered as shit compared to anything else in the game makes it bad. I cleared Dark Souls 1 up to NG+5, im well verse in the learning mechanic process in videogames. Heck, i farm Atziri in PoE daily. Clearly mechanics isn’t the issue. Is the game itself. The engine isn’t well suited to that mechanic because of the lag in both input and execution of commands, plus the amount of commands needed to counter it. Removing one aura might not be an issue, removing 5 simply kills the character, because the game can easily take more than 5 seconds to execute all the commands to apply them, with the added insult to injury of having NOT A SINGLE WAY to counter it. Even reflective has items, devotions and skills to reduce it, but Arcane is an all or nothing situation that gets exponentially worse the more enemies there are, because they are harder to see, harder to escape, and harder to reaply thanks to the lag input
You forgot the part where he is actually good at it.