Thing is, a lot of players will leave. But I believe it’ll pay off. It’ll show the true deepwoken fans, then when everything’s fixed they can start dropping big updates
it’s almost like this game needs to be expanded on in every aspect. pvp needs something beyond war mode, chime or ganking and pve needs something beyond dilluvian, speed running, or hellmode.
@ finished? every boss in the game is completely fine lmao. im curious on why you think that way though. and dilluvian is also fine excluding the current mob ai but thats another story. and yea i literally said pvp needs more stuff or dont tell me the reading comprehension demon got to you
@@tinpotmst there can't be no former glory if that never existed, dude, all qe know about void tower is just agamatsu pitching it, and I feel it'd be just diluvian if it wasn't made in one night
Hellmode can barely be considered, since it’s something that you can’t do on your own Unless you’re a privileged TH-camr with the private servers, but otherwise….
Going to yap about what I think Deepwokens current problems are in my opinion Abhorrent balancing Devs totally out of touch with the community The new content is super bloated, all the new oaths are super oversaturated Powercreep Theres not very much actual story content, the game is "making builds and then doing instanced content" as DanVR has said Theres not enough mid game content, the game kind of skips straight to end game content Shrine of order not having a real downside for how powerful it is All the enemies are just high health, high damage, none of the bosses have any actual difficulty The equipment in the game is all just "this gives health, or resistances" theres no trade offs, the browline and round diver frames were a step in the right direction and they abandoned it Lack of communication from the devs about things, we've had barely any conquest news besides the recent "we wont have stuff be held up by conquest anymore" A lot of the new content releases broken, not as in unbalanced even though it for sure is, but as in it literally doesn't function, such as the soulbreaker mantras not being functional on release So much visual clutter with mantras, in a game where you're supposed to be reacting to what people are doing in combat to parry them, having massive eruptions and huge aoe mantras makes it really hard to tell whats going on Almost all the outfits just give talents already in the game, which if you meet the stat requirement for the armor you usually already have The game lost its original artstyle, and i'd argue it doesn't even have an artstyle currently, theres no art direction with the game, you can tell if you look at something like pre remodel pyrekeeper vs something like the shattered katana, or blindseer vs saintsworn, a lot of the new things just have a lot going on at once Voidwalker in concept is cool but in execution is executed terribly, 99% of the time whenever you get attacked by a voidwalker you don't feel fear or anything, you just feel annoyed Death means absolutely nothing in this game, the depths are stupidly easy to escape from, I can't even remember the last time i've wiped a build unintentionally even while consistently farming floor 2 HP Kits existing is a fundamental flaw of the game, I shouldn't be able to have 500+ hp without fortitude The devs add something really cool, like the legendary weapons that you would unlock through quests/npcs such as the kyrswynter and pleetsky's inferno, and then just abandon those ideas and go back to making it RNG to get your legendary weapons Pushing content without proper testing, and the fact a lot of talents actually just do not work for a long time, remember old twisted puppets was in the game for ages despite the devs acknowledging the talent literally did not work. As well as bullet casings and defiance With a dev team with as much funds and people as they have, conquest as a gamemode should not be taking as long as it has. The devs are obviously very capable of doing unique and interesting things, however they seem to just, not do them for some reason. There's no new quests added to the game, no new story quests, and nothing about your characters "place in the narrative" as they said quests would be during the Q&A The devs putting out the pre release deepwoken document only for more than half of it to not even be true, the shrines the world travelers would make use of, the boat customization, none of these things were ever actually added, and me and a lot of other people i'm sure felt lied to upon release A lot of the lore is spoonfed by the devs, and not actually very easy to learn in game. And a lot of things in game dont line up with lore These are just a few of the things I find to be problems with the game, I could go on for hours listing more and more and more reasons the game suffers. I know the devs are capable, but it honestly feels like the passion they had for this game died a few weeks after the release of layer 2. This game had so much potential to be one of the best games i'd ever played, yet it falls short in so many places I struggle to even call it good anymore. I just wish the game would be in a state where it didn't feel like you're always doing the same thing over and over again. Or if there was some kind of story you could progress though. If you have any criticisms feel free to reply to the comment i'll respond to what I can.
Agree with everything in this, well said. I also agree that the devs are so capable as we have seen before of making really cool and unique content and I hope that the devs can see that a lot of us in the community isn't hating but we just want to help improve the game that we love so much. I hope they regain their passion sometime, tbh if they feel burned out they should just take a break and rest and then when they come back start focusing on improving the game one thing at a time.
always hated voidwalkers, balancing in this game is just so bad, its so dumb where even if the opponent hits you once, if you aren’t making your build a god build you are literally suffering from 8% dmg from m1s
I’m not informed enough about certain things you mentioned to have an opinion, but here’s the notable disagreements and agreements. My experience with whether the depths feels dangerous is very different than yours, as I continue to be in danger of wiping my characters a lot of the time while I go in the depths even though I’ve been playing off and on since the game’s release. A lot still feels dangerous. I don’t think there’s anything that can be done to keep it dangerous even if you learn how to kill everything nearly perfectly every time without even more bloating of damage just for the sake of the depths being hard, and anything outside the trial would then have to be dealt with by low level players, hurting that experience. I think they can always add more to give flavor (I think because of the 25 note elevator they should lean into the higher mob spawn and make that section of the city visually destroyed and overridden, giving a tiny progression of the world’s story and making it feel like an alternate challenge to ringing the bells instead of a skip to stop everyone from going on the walls), but it works very well for what it needs to be in my experiences. I also enjoy the lore and don’t find it tedious to find, honestly really feeling individual cases for your character’s role in things if you’re reading the dialogue and looking around a bit, but don’t know enough to be aware of any inconsistencies. I think the “instanced content” contains a lot of stories within how you get there and the people connected to it, like exploring layer two for however many reasons or the warring factions around the world. While I also don’t agree the game’s new content feels bloated, and find the large mantras easy to read in every case I can think of despite not knowing about everything and generally only being pretty good at the game, I do think that the game’s artstyle isn’t the same as it was, and it thrived off of what it had, new things outside of what the player does seem to still contain that art style, like the recent boss editions, the oaths in particular often feel like they didn’t really have thought towards what the feeling of the game visually is or was. Things are made a little away from the art style, and then more things build on top of them until the direction isn’t there anymore. I agree on the lack of mid game content as well. Fundamentally, the way the game functions makes it nearly impossible to make good mid game content, and that’s an inherent flaw. You need baseline things to be able to farm, and then the open world mmo format unusual for roguelites means you farm those early things until you can fight a late game enemy and, because of the way things are so easily opened to you, go try to fight late game content to get the late game stuff. Character builds don’t last long in that middle section, especially nowadays with 20 lvls and xp wall removal (good changes imo but ones that feed into this weak system nonetheless), certainly not long enough to make going for mid game enemies they may decide to add worth it. Mid game content would be played once or no times on a character and likely skipped. They could solve this by expanding caps and making characters able to go further and higher to move the current late game back into therefore less late, but that would mean power 25+ people are now among the weak power 1 characters and able to kill off fresher people even easier. It was an oversight in the foundation of the game imo. I agree that the equipment should be giving trade offs to be more interesting, and I’m not sure why I’ve never thought of this. The game is a lot of making builds and fighting those instanced things, which I do disagree is fundamentally a problem because that’s part of playing repeating roguelite games (I also disagree the random loot is bad for the same reason), but there’s little flavor beyond stats. They’ve worked with weapons to improve them with different weapon types and unique criticals for legendary weapons, but I feel like the only fun building with equipment is the occasional ones with unique talents like the immortal helm and then the rings that actually give interesting effects. Let people min max with crazy combinations of passive abilities from gear instead of people min maxing health (forgot but I agree about the health packs being bad, though I think they should exist just less prevalently, ether, and % monster dmg. There could be so much more fun between runs on the game if they would do that. I agree the devs feel capable but strangely don’t live up to that. The fact that incomplete things are left there uninteresting and not needed to be interacted with ever is strange for the devs who made the cool concepts in the first place. The fact that so many bugs stay for so long like the Carnival of Hearts, one of the only three world events, being totally bugged for three weeks makes no sense for such capable developers. It feels mismatched, like when AAA games will have good devs making things but the corporations won’t let them have time taken for making its quality fully shine, except the heads of the game are also head devs for the game, there is no giant corporation, and they’re not very money-hungry type developers in the way they behave towards the process. It’s no surprise many people get the provably false impression that they don’t even care anymore, which I disagree with because of their new interesting concepts put in and the deep lore they continue to seep into *some* of that content. As a final personal thing, I think that character slots are actually a strange inclusion. I understand the positives of adding them, but the game could have been one that is more of a roguelite where you expect to lose the character at some point to get echoes and improve and try more builds, reducing the permanence and some people’s fear of or annoyance with losing the build they’ve worked so hard towards and aim to maintain. Again, I understand the positives, but it’s something that I think harms the long-term feeling of playing Deepwoken, because it becomes about making different builds for no reason instead of trying to succeed this time with a new build idea and seeing if it works. It would have kept much more replay value in my opinion. Those are my thoughts, again a lot I couldn’t have a full opinion on, like the devs being out of touch with the community, powercreep, and balancing, because I just don’t know those areas. There’s a couple things that weren’t worth specific comment that I agree with, like yes shrine of order shouldn’t always be there in a build and Voidwalkers are a horrible system as is (and imo fundamentally; you shouldn’t have people coming to kill you with every character with a strict advantage of both surprise and teleporting to and away from you). Hope this can add some and expand things for anyone else reading this; I definitely learned things I agree with from your comment that I hadn’t ever considered before (like the equipment stuff and mid game content). Thanks for the yap, I got to yap.
World Serpent feels half-baked. It gives the same vibes as fighting Kaido without cheesing. Get a bunch of food. Get a bunch of healing. Get mobility or s. You win. Healing is what makes the fight bearable because the attacks are poorly telegraphed to where you can't really make out the parry or dodge timings. Also, being completely immune to cannons is just lame asf. It already has a way to deal with boats. Parasol feels pretty fun to fight. Could be better, but the concept of how the boss fight is played is good. It's at least taking more brain activity than the world serpent. The summoned monsters also could be programmed better because the broodlords are nearly invisible since 99% of the model is underwater. Boat of these, I really dislike having to swim so much. It's much more egregious with world serpent because, while you're on a boat, it dives more, meaning less opportunities to damage it, so you're incentivized to swim towards it. You'll find yourself in a scenario where swimming towards your boat to catch up to the world serpent takes as much time as ditching your boat and swimming towards the world serpent, unless you're REALLY far away from the world serpent. With the parasol, you can actually fight the parasol while on your boat, so that's fine.
Ngl they should have never done conquest, battle royale has almost 0 players and conquest will have even less, its a lot of work for a gamemode people are playing for like one day and never again. 2 years of work.
Nah, it's definitely not gonna be as dead as BR, and I feel like it'll probably be pretty fun and have some good replayability, plus shifting focus away from conquest and releasing some of it's content like the new oaths and world events is a good step in the right direction, and if they keep going like this I'll be relatively content. Hopefully, conquest will give decent loot and knowledge, though...
He was made to not take everyone’s time it’s supposed to be a party fun game mode that’s why it’s locked to the weekend. Conquest is designed to be a long term competitive game mode, not the same thing.
I think the main reason BR is dead is because there's zero incentive to do it. It's a fun game mode but why would you consistently play it if you get literally nothing in return
Feel like Deep has a lot of content and never has stopped feeling like that honestly, but people who play almost everyday are inevitably going to think otherwise ( I mean, if you're always playing then you're gonna have done everything eventually multiple times over. ) I do just want polish right now. Saramaed Hollow has awful, awful collision issues and released majorly unfinished even with what little exists in it, and it should've never released like that. Bare minimum, the collision being fixed would be enough until they actually give the place what it needs. Oaths being released with 2 out of their 3 mantras just not working is... rough to say the least. This is why I still think that a Bi-Weekly update schedule ( IMO Monthly, but the Devs said it doesn't work for their creative drive so that's fair) would be better. Testers having time to actually test new features in a bigger window catching the outright obvious stuff is important and I really think it'd make the updates we do get stop feeling like 'slop'. Love Twinblades, but I don't love them feeling like another unsupported weapon type like how Rapiers and Light guns did. A starter weapon for them and a few other talents would be really nice honestly but the weapons themselves are not in bad place IMO. Gear cabinets are cool but I really do not feel like they visually fit in all the areas they do fit in, especially vs how training items would be placed around a room before which made certain small areas feel a bit more alive. I understand their necessity but I wish they came in a few different designs to fit the areas they're in. Those are honestly just a few nitpicks but there's tons of stuff to go back over and polish, most of my grievances are things that feel like they were implemented half-way and not as fleshed out as they should be. Deep has done a LOT in 2024 realistically speaking. Doubled the amount of bosses in the game, 5 new oaths and 3 oath reworks, tons of new weapons ( though the balancing / creation of them is its own matter... ), new origin that could ALSO use some work but I guess that's implied when Saramaed is also very unfinished lol. And a new attunement, that even while it released absurdly broken (...like everything else) it was still really cool. That's a LOT for a roblox game that costs like 5 dollars worth of robux lol
This is my suggestion for some ways to give world events flavor. The main reasons that players never seem to actually engage with world events is because of combinations of these 3: 1. The events are inconvenient to go to compared to the incentive of taking them on 2. The events lack something that makes them feel special and worth giving your time and attention 3. The events do not feel “grindable” or worth grinding. People seem to generally enjoy repeated gameplay farming *to an extent* within Deepwoken. I believe that the best way to make world events fit all three categories better is to provide individual flavorful additions to the events. The goal in my idea is for them to feel uniquely impactful as more of an implied story pocket appearing for players to become a part of instead of just being stationary spawned things that you don’t really have motive to go after. These are my suggestions for each event: The Carnival of Hearts: This event is very simple to change (after it’s properly bugfixed of course). Aelita is able to make many clones, so she should have more spawns all around the map that will all always appear for the world event. This way, people can enter from anywhere to participate conveniently and won’t have to make it to a far off place in less time than is possible. The time to start stays short for people already right there to jump in and not wait forever, and more people will join because they might as well with the entrance being wherever they are. It would also help to over time provide more games and randomize them so the experience is more nuanced between instances. The Etris Raid: When put into the system, this world event will work as a contained event that lasts a good amount of time to balance out and give people reason to sail to it from wherever they are. I include it because the raid has the kind of thing that makes people want to participate and be driven to participate by circumstance: world impact. Since the events occur each hour, they can benefit from almost forcing some players to either interact or avoid them until they’re gone, giving a challenge in progression of what happens when a world event comes to the place you want to go. The Etris Raid itself does this well already, and so it doesn’t need much if any real change. The Doom of Caeranthil: This boss has good qualities, and does take steps in the right direction by moving between different islands, but still lacks impact and most people will sail right past it unbothered or get one shot while trying to do that. My suggestion here is to make the threat of destruction that the event description states be real by having it somehow attack the islands it goes to, causing destruction and endangering people at the coast with its rampage. Npcs based on the island could also be sent out to defend their home, making players feel like they are fighting back with a force even if nobody else is around to help. This would make it feel like either you face the threat in front of you or make an escape instead of having to purposefully engage for the event to matter. Interluminary Interloper: Whereas the world serpent is a doom arriving in a destructive sense, the Interluminary Parasol uses smaller and targeted attacks to fight, and is an invading enemy coming for those below. Therefore, it should actually seek out and kill people on the seas. It could lock on to sea events and go after the npcs there, then still continue to move after players at sea. This will make it feel like a real threat and a danger to keep from coming for you as you traverse during the world, and then the brave and powerful can fight back against it to claim the prizes.
deepwokens actual number 1 problem is the balancing dawg lock in :sob: how can these other things that are incomplete matter if people can LITERALLY do true combos that deal a bar + to minmax kit builds (which most players dont have) or in diluvian which is build mantra spam vs monster spam
i think the devs think we want new content for the game, and its true, it brings the player counts up. but i'm confident that if they finish up all of these endgame things there will be so many more players over time.
My friend had to basically beg me to help him with world events to progress his oath since nobody does them. Side note: I despise assassination mage builds being meta
The number 1 problem of deepwoken is that the game treats guilds as a necessary part of your understanding/progressing through the game, completely forgetting that solo players exist.
I feel that it’s moreso just specific mantras themselves just need to be either fully reworked at best, or just straight up removed from the game. Metal turrets and metal rampart are perfect examples of moves that either should be greatly reworked or just genuinely removed. They simply promote a disgusting way to play the game. Just look at Deep TH-camr “NotPrimelly”. His entire shtick is creating horrendous cheese builds such as the Minecraft Steve build or maximum slow debuff build. It’s the devs to blame for not employing true testers to properly TEST the game and its updates.
@@Agamatsu "ez clear" would probably be a lot faster is arch wasn't the only one consistently working on the game as far as we know lmao if they can ez clear it so easily then why havent we seen an "ez clear" in half a year ¯\_(ツ)_/¯ (as in a proper finished piece of content that has actual replay value)
@ no you get the bastions of enmity, thrall of enmity and whatever other enmity gear cuz its all best in game rn. Then you can continuously grind for more of them to get a 3* version, which will incentivize speedrunning/high efficiency builds to be created to get the godroll gear faster. And regardless, its just a fun boss fight
How cool would it be if they had scheduled directs where they sat there and let people join their vc one at a time and ask questions directly on stream? A wishful dream, that is. Maybe this too is just another incomplete idea that gets cast to the wayside.
What deepwoken needs is WAY more endgame basic weapons Our ONLY option for a normal looking double-edged straight medium sword is literally just vigil longsword I described the most basic ass weapon and they cant even add those
Theres been really small substantial changes, and honestly it feels very tiring having something incomplete come out or broken, you make a build, its patched next weekly, over and over again, they release untested, broken stuff, i believe on purpose, so people get back on the game, then leave when its nerfed
i wouldn't say it's the number one problem but it's been at the top of my own list since saramaed hollow was willing to forgive dilluvian not being anywhere near its full potential until not finishing major content drops became a pattern
my biggest gripe rn with the game is the terrible balancing. stuff like ice with dagger or stuff like when if you are to roll a gb, sometimes you don’t roll it at all and you get posture broken it’s so dumb
one main thing i noticed is that saramead hollow wasn’t supposed to be the ONLY dungeon, ignition union origin gave us access to a dungeon and a portable job board along with the benefits of gaining more exp from dungeons, but you don’t see people run this origin, due to the lack of access to void eye AND lack of dungeons, in deepwokens current state, you HAVE to run either deepbound for pve or voidwalker for pvp. They don’t even try to let you find obtainable ways to access call of the deep or even void eye mid progression if you don’t have the right origin, they should have a nerfed way of obtaining these things mid progression, and ADD DUNGEONS Deepwoken keeps on giving us ideas and promising completion, but instead of completing these things, THEY MAKE NEW INCOMPLETE CONTENT
I believe that if world events were used not only to gain new loot but also as like a gatekeeper from a newly added area (within void sea potentionally) they wouldve came out way better even while not being that fun because they serve the purpose of being guards to a new area everyone wants to explore so not only theyll serve a better purpose if you defeat them you're rewarded with the ability of getting to a new area
I think that over the years, Deepwoken updates have tried to make the game easier for new players, right? With all the QoL improvements, new features for new players, easier progression, safer worlds, bigger loot tables, and stuff to make your build more consistent. All of that was meant to enlarge the player base, and it worked. However, for old “OG” players, we literally had nothing to do. Yes, they added new oaths, new bosses, new weapons, etc., but it was still the same. You grind to get whatever is new, you make a build, and then wait for the next update. Old players don’t feel the excitement of fighting for your life anymore. They’re kind of removing the “hardcore” status of the game, which was the main reason it was so addictive. Even if they release Conquest with a full and complete game mode, it will last for 1-2 weeks. So, what does Deepwoken need? We need a brand new world, exclusive to experienced/old players. A world/environment where guild fights are common and an actual threat to your slot/build. Stuff exclusive to this world that is hard to get, like dormant splinters, to make the world actually worth playing. In addition to that world, probably some new build content, whatever it may be, ONLY obtainable in this world, such as: • New level cap • Oath upgrades • Bell upgrades • A bunch of new talents And they have to make it HARD to get. They should also probably add, to finish, a completion system for guild fights: As we can see, they are implementing more and more support features for team fights and world encounters, like the new relic weapon or the new oath. But it’s unfinished. The actual support playstyle that is supposed to make people sustain and actually make the fights last is pretty bad, relying only on Linkstrider. That’s where Lifeweave enters. An attunement based on sustain and resistances, but with benefits that are better for allies and large groups. I think it could be an interesting way to change the fighting meta. Instead of seeing boss raid/trackstar/1v1 builds, we could see more specific types of builds appearing and the use of actual unused game mechanics: • Blood • Hunger and thirst • Armor depletion • Anti-heal • Assassination builds I have much more to say, but TH-cam comments are short. 😔
Fr, and I think even joining a guild should automatically have a chance to put you on the bounty board. And the larger the guild, the more often it will happen as if other factions feel more threatened by the guild. Right now guild bases are the main reason this game is so easy. They basically give you everything while skipping out from engaging with any hardcore elements, and it usually only benefits experienced players who just want to prog quickly.
I'm not sure what made you think gatekeeping it to "og" players was a good idea, but a lot of this is good. This just sounds like central luminant. Also remove assassination builds we don't need that shit getting buffed 💀
The big issue I feel is just how broken every update is. Not like in terms of balancing, though that's also a part of it, but just straight up bugged to high hell updates. Like world events dropped and you couldn't even do them for like 10 hours after the update cause they kept fixing stuff whenever it spawned and shutting down for it. When they finally stopped Parasol was still broken to the point you literally couldn't fight it and Carnival was so badly bugged NOTHING worked. Hell even now 3 weeks later Carnival is still bugged. Another example this past Friday. Soulbreaker dropped and the mantras literally weren't showing up in the inventory at all. Like these aren't obscure bugs. These are bugs that are BLATANTLY obvious if anyone so much as bothered to hop into the game and test these things, but it just looks like noone actually tests anything these days.
way back agamatsu suggested that relic loot should be spread across diff bosses, so if you want a certain relic you farm a certain boss. They for whatever reason didnt listen to this even though imo it was a really good suggestion. One issue with the game still is that theres no reason to farm parasol or etc because all the actual important farmable loot as in stuff you consume and need more of comes from stuff like diluvian, hellmode, layer 2
They best and fastest way that i can think of rn to maybe fix the lack of people participate in the world event is probably added an nee rare drop or something of a similar, kinda like the new relic weapons.
world events feels like it was only developed in 1-2 months like no way this ANNIVERSARY UPDATE took 2 YEARS?? it took nearly 2 whole years FOR 3 WORLD EVENTS WITH MID LOOT AND A WYRMTOOTH?
game started falling apart when it lost its identity like when k1 and all the other devs joined the team and started adding more anime fighting game slop it all comes back to the game being way too bright and turning away from the identity of a difficult game with permanent character loss
a neat idea imo would be something crazy like layer 9 where you go in and not able to return back to. would be some like crazy battleground layer where everyone is overpowered and death = wipe and where you can unlock some really cool permanent stuff by doing activities there, but on a second thought it would divide the playerbase even further so i don't really know
I think a big problem is that the devs don’t understand that we are okay with waiting a few weeks without an update as long as it promises big content and not just the same old ‘new weapons and drip’
last night I was screensharing the game to a friend who'd quit around mid-2023, and it felt like a lot of the things I was introducing them to came with the added comment of "this is also a bit rough/buggy" or "it's a bit lacking, but,". I feel like if there was a string of weeklies that was *just* fixes, polish or additions on top of buggy or lacking content before resuming trickle of new features/items (in which a lot of the relatively recent content can benefit greatly from), Deep would be in a much better state in general. I have my own opinion on how the game has became too easy/risk-free feeling with QoL-creep over time, but I feel this is a bit less "just an opinion" of an issue than that: the "bigger" stuff like Saramaed Hollow was a "cool concept, but definitely isn't done yet" for me when I first played it, and afterward it was unfortunately never expanded on. collecting rocks becomes a chore, especially when they have collision and it makes it tedious to navigate more than maybe one wall to get back to the driller. you skip the first few floors because they have no unique enemies or content, and then kill some Broodlords or the 1-2 bugged thresher floors for heaps of loot, hit the bottom, and repeat with little to no difference between runs; doesn't feel good to replay imo, and has maybe a handful of exclusive drops. looks cool, and is cool in concept, but feels like this was rushed out and wasn't given a proper polish after being "done" for world events, after a few Parasols, parrying the arms became mindless muscle memory and it was just a timer for loot to spawn instead of a "boss", because if you can parry the arms consistently (which is very easy, atleast to me) it literally doesn't do anything else. Parasol is overwhelming to those who don't know how it works, and incredibly underwhelming to those who do and have learned its *single* attack. World Serpent is a nice side activity (seeing as I haven't grinded it to hell yet, I'm sure my opinion will change with time) but not it's only one or two people fighting them at once and since people are aware of this, nobody shows up to them anymore. you need a strong PvE (or enough experience to make it not worth fighting anymore anyway) to fight the World Serpent with those 1-2 players, and the Parasol is simple to the point where one person on a non-PvE can solo it. They don't feel like world events in the same way the Etris raid is because they're just bosses that move on a track; it's a bit lacking, but it's a good start- that's exactly what I told my friend last night. Carnival of Hearts would be cool in concept, but is still completely broken so I can't really give a well-weighted opinion on it, but for me the issue I can speak on is how it isn't really a "world event" at all, you are taken to a separate area completely severed from the world, which is more just like the Trial of the Gourdskipper than a "world event". with all three there's clearly a pattern of them not being worth going to relative to their difficulty and the fun people have experiencing them, with nearly everyone in every server not caring about them whatsoever ofc that's mostly all my own opinion, maybe I'm just dumb
conquest map should be in the overworld but like changed to like lost civilization type building and cake up some lore on it there was a big war on it and conquest was like a replay to it
I feel for mid game content storylines kinda like the duke quest should be implemented for every faction like for hive and the reward for completing it is the lifeweave attunment and the origin. Something to interact with the world of deepwoken you know?
The world bosses probably the most entertaining thing to come out that made me come back to deep, parasol feels fine but doesent have much attack variety, world serpent feels janky and theres no way to really defend yourself besides counter and running, enmity is awesome but without x4 loot it feels miserable farming anything, also enmity is really only done by 1% of the game players since requires 5 max levels with supports
I been said, we need a new luminant, half of this content wouldnt have fallen flat if it wasnt for the fact that we're still in the same exact locations since the game dropped.
Saramaed would have been so much cooler if they had more mob variety and less boring parts like getting ores everytime, they could become inventory items like galestones so you could stack them and do multiple floors after a single mine, theres no reason to make it tedious, and there could even be a small boss (also please an option to choose difficulty i dont wanna fight 10 layers of sharkos that give me no loot lemme get broodlords)
The pvp content feels janky sometimes aswell because why does my opponent still have priority when i parried him for example i parry him and he can still cast a mantra before i could even tho almost same windup idk if its just cause im bad at the games pvp but the combat feels more like a spam fest rather than letting your reaction based
I’m just saying, there’s a reason why no one wants to fight a boss with absurd amounts of health, mid loot, only spawns every hour (not even guaranteed), and can spam the same instakill move back to back which also makes it invulnerable
I feel we should focas more on fundamental problems with combat in PvP (to much damage, air swings, things being to spam-able ) and pve (to much damage and disconnect from PvP)
I would love a bunch of polishing, even if its for smaller stuff. an update to old models an update to some of the wack ass animations balancing revisiting old weapons nobody uses not even all at once, just like... overtime, SOME progress would be nice.
I think the world events show how lazy the devs got tbh, world serpent just loops its 2 insta kill moves and you have to fight it in water so its annoying to deal with, seriously, why does a SEA BOSS have so much canon resistance, at least add canon types or boat customization to be able to deal with bosses like that easier, parasol just pokes at you for 2 bars of dmg then spawns in a Broodlord to kill you, its just lazy they peaked at emnity but even that boss feels like its not as interesting as it could be, you're fighting a drowned god or some thing and the most it does is just... M1.. and spawn enforcers.. and maybe a grab...
@@DogGaming506 the reason i say that is cuz i like using niche builds so when im testing some stuff and it just doesnt do what its supposed to or is really weak* its really disheartening. specifically talking about things like mantra modifiers, certain potions, and a few mantras/talents
The devs have to be removing stuff on purpose ATP, so many particles and even terrain missing Now that agamatsu (aka the only person the devs even want to listen to) made a video on incomplete stuff it MIGHT get fixed I suppose.
These games need to give players purpose, everything is just there to get new weapons, armor, or buffs but that’s all just to make a new build and do the same thing.
For world events, the idea is great, but the execution feels off. Ignoring launch bugs, these don’t feel like true "events"-just raid bosses. The roadmap called them as large-scale events like the Etris Raid, but instead, we got two bosses that move around in water and a minigame room. The Etris Raid works as an event because it impacts the world, ties into the lore, and lets you actively help Etris. It’d be great if expanded, but it’s solid as is. Parasol and Caerenthil don’t feel like "world bosses." They’re just high-health enemies where you spam moves, with no unique mechanics or WORLD impact. The loot is underwhelming-recycled stats and dull talents (e.g., less DOT damage from Parasol), and while fun fights on their own(I think caerenthil is a pretty fun fight to do), they don’t deserve to be called "world events" imo If these are meant to be grinded (which makes them feel less like "events" anyway), it’s tedious-you can realistically only do about 5 a day. Which would be annoying The carnival comes closest to a world event currently imo. It ties into known characters and could be really fun with more minigames. Imagine being teleported across the luminant with tasks to complete-or die-or, as Aga suggested, a big server (max ~30 players would probably be realistic) stripped of weapons, choosing whether to keep playing or quit like squidgame. That would be really cool and feel like an event. Right now, world events just don't give me the feeling of an event that's happening, which is dissapointing, They're fun as bosses and a side-game, but where not what I had in mind at all when thinking of world events
I firmly believe that there is no experience on roblox like layer 2 from a lore, environment, and gameplay perspective which is why things like carnival of heart's are so dis heartening blood rend was made in less than a month after being teased for so long we waited and recieved an untested overpowered bug ridden mess and its sad deepwoken if we could get more updates coming from a place of passion we wouldnt have untested weapons and oaths and the fact that we regularly deem the game unplayable after a weekly due to their lack of tact and care has grim prospect's for the games future deepwoken has lost its soul and conquest wont fix that they should focus on balancing their game and fixing it because if conquest is going to be their big update in the future why build off of such a flawed structure the devs need to genuinley play their game without using their specs just as a new player no echo talents no specs nothing and im sure they will quickly see whats flawed in this game
World bosses need to be buffed, in difficulty and loot. A WORLD event should be something so insane that the whole server has to suffer. They should buff monsters and mobs until they die so people have to do something about it, they should do more dmg, have more HP, seek out players to kill instead of just following one or two direct paths and they should reap insane rewards. Off rip each boss should have a special weapon and armor set, after that they should drop every player that did dmg actually useful relics so there's a reason to kill them and not just swap servers. I expected the world events to be catastrophic. They're fun at times but I never found it difficult neither scary nor that replayable.
I feel like the devs need to just stop tryna make legendary weapons and focus on actual content for the open world and instanced content. Saramead hollow needs to be reworked from the ground up. Fix its terrain, make the ores go into my inventory and allow modifiers into future waves for better loot. Or even better make it a rogue like and be able to use ores as currency to buff your future runs. War mode needs to be optimised. World events need more loot and to drop legendaries or at least give bell prog. And give us more quests in the overworld to explore.
Idc bout all this They dangling an INFINITE amount of depths layers, with ones such as the third layer being foreshadowed more than kennith's death, and they also dangling FOUURRR other luminants?? Idc if they dont have good loot, at least have some unique items, new quests and bosses n stuff
deepwoken needs to return too its progressing story, as a form of content, games are starting to stale out with the idea of “content” being obtainable items
its almost as if constantly adding new content instead of fixing, improving and building on whats already there has become a problem for the game. Oh wait it has. Yeah adding the 100:th flame legendary might be fun but its a good idea when that time could go towards fixing or improving other content
Bring back simple oaths 🗣️ I want more paths like the oh ones where it makes you glow and teaches you to breakdanc e like instead of you break your soul into three parts use the drowned gods to pull em back together and use that to master all three murmurs and unlock mega murmur trio and so on it’s too complicated and annoying
bro ngl they need to lock in like wtf is deluvian bro its just wave of mobs each time didnt they say it would be like a tower or smth imagine a tower you go down and each time you go further the mobs start to get harder, yeah thats what happens in deluvian but its js random mobs imagine like a maze each time you go down thats different EVERY time and there are new mobs at each corner like a labryinth bro that would be so cold and i dont mean 50 corrupted mobs i mean like 1 big mob thats hard to fight or a few idk how hard it is to dev and stuff though but come on and world events im ngl is such a let down, i thought world events would be something that happened once every time like some island drowning or something.. not every hour, something once that we look forward to
Ngl they should just close the game down and re open so they can TAKE THEIR TIME and fix the lag issues, its crazy how i can play games like elden ring on high graphicd and average 60-70 fps with minimal ping, but i hop on deepwoken and my fps drop to 20-30 with 200 ms
*We need like a whole month of QoL and fine-tuning*
mindblown
A full YEAR*
deepwoken devs need to see this comment
@@cuppaalthe game will die
Thing is, a lot of players will leave. But I believe it’ll pay off. It’ll show the true deepwoken fans, then when everything’s fixed they can start dropping big updates
it’s almost like this game needs to be expanded on in every aspect. pvp needs something beyond war mode, chime or ganking and pve needs something beyond dilluvian, speed running, or hellmode.
pve would be fine if the bosses and diluvian n shit were finished pvp needs more stuff that isnt the things you said
@ finished? every boss in the game is completely fine lmao. im curious on why you think that way though. and dilluvian is also fine excluding the current mob ai but thats another story. and yea i literally said pvp needs more stuff or dont tell me the reading comprehension demon got to you
@@j.u.a.n_v8653 talking about the world event bosses and diluvian is unfinished compared to its former glory (void tower)
@@tinpotmst there can't be no former glory if that never existed, dude, all qe know about void tower is just agamatsu pitching it, and I feel it'd be just diluvian if it wasn't made in one night
Hellmode can barely be considered, since it’s something that you can’t do on your own
Unless you’re a privileged TH-camr with the private servers, but otherwise….
Going to yap about what I think Deepwokens current problems are in my opinion
Abhorrent balancing
Devs totally out of touch with the community
The new content is super bloated, all the new oaths are super oversaturated
Powercreep
Theres not very much actual story content, the game is "making builds and then doing instanced content" as DanVR has said
Theres not enough mid game content, the game kind of skips straight to end game content
Shrine of order not having a real downside for how powerful it is
All the enemies are just high health, high damage, none of the bosses have any actual difficulty
The equipment in the game is all just "this gives health, or resistances" theres no trade offs, the browline and round diver frames were a step in the right direction and they abandoned it
Lack of communication from the devs about things, we've had barely any conquest news besides the recent "we wont have stuff be held up by conquest anymore"
A lot of the new content releases broken, not as in unbalanced even though it for sure is, but as in it literally doesn't function, such as the soulbreaker mantras not being functional on release
So much visual clutter with mantras, in a game where you're supposed to be reacting to what people are doing in combat to parry them, having massive eruptions and huge aoe mantras makes it really hard to tell whats going on
Almost all the outfits just give talents already in the game, which if you meet the stat requirement for the armor you usually already have
The game lost its original artstyle, and i'd argue it doesn't even have an artstyle currently, theres no art direction with the game, you can tell if you look at something like pre remodel pyrekeeper vs something like the shattered katana, or blindseer vs saintsworn, a lot of the new things just have a lot going on at once
Voidwalker in concept is cool but in execution is executed terribly, 99% of the time whenever you get attacked by a voidwalker you don't feel fear or anything, you just feel annoyed
Death means absolutely nothing in this game, the depths are stupidly easy to escape from, I can't even remember the last time i've wiped a build unintentionally even while consistently farming floor 2
HP Kits existing is a fundamental flaw of the game, I shouldn't be able to have 500+ hp without fortitude
The devs add something really cool, like the legendary weapons that you would unlock through quests/npcs such as the kyrswynter and pleetsky's inferno, and then just abandon those ideas and go back to making it RNG to get your legendary weapons
Pushing content without proper testing, and the fact a lot of talents actually just do not work for a long time, remember old twisted puppets was in the game for ages despite the devs acknowledging the talent literally did not work. As well as bullet casings and defiance
With a dev team with as much funds and people as they have, conquest as a gamemode should not be taking as long as it has.
The devs are obviously very capable of doing unique and interesting things, however they seem to just, not do them for some reason.
There's no new quests added to the game, no new story quests, and nothing about your characters "place in the narrative" as they said quests would be during the Q&A
The devs putting out the pre release deepwoken document only for more than half of it to not even be true, the shrines the world travelers would make use of, the boat customization, none of these things were ever actually added, and me and a lot of other people i'm sure felt lied to upon release
A lot of the lore is spoonfed by the devs, and not actually very easy to learn in game. And a lot of things in game dont line up with lore
These are just a few of the things I find to be problems with the game, I could go on for hours listing more and more and more reasons the game suffers. I know the devs are capable, but it honestly feels like the passion they had for this game died a few weeks after the release of layer 2. This game had so much potential to be one of the best games i'd ever played, yet it falls short in so many places I struggle to even call it good anymore. I just wish the game would be in a state where it didn't feel like you're always doing the same thing over and over again. Or if there was some kind of story you could progress though. If you have any criticisms feel free to reply to the comment i'll respond to what I can.
Agree with everything in this, well said. I also agree that the devs are so capable as we have seen before of making really cool and unique content and I hope that the devs can see that a lot of us in the community isn't hating but we just want to help improve the game that we love so much. I hope they regain their passion sometime, tbh if they feel burned out they should just take a break and rest and then when they come back start focusing on improving the game one thing at a time.
Don't get started on the horrid mod team n it's non existent dev work from them, they are a friend group and it shows, ALOT.
always hated voidwalkers, balancing in this game is just so bad, its so dumb where even if the opponent hits you once, if you aren’t making your build a god build you are literally suffering from 8% dmg from m1s
Imma read all that, just later
I’m not informed enough about certain things you mentioned to have an opinion, but here’s the notable disagreements and agreements.
My experience with whether the depths feels dangerous is very different than yours, as I continue to be in danger of wiping my characters a lot of the time while I go in the depths even though I’ve been playing off and on since the game’s release. A lot still feels dangerous. I don’t think there’s anything that can be done to keep it dangerous even if you learn how to kill everything nearly perfectly every time without even more bloating of damage just for the sake of the depths being hard, and anything outside the trial would then have to be dealt with by low level players, hurting that experience. I think they can always add more to give flavor (I think because of the 25 note elevator they should lean into the higher mob spawn and make that section of the city visually destroyed and overridden, giving a tiny progression of the world’s story and making it feel like an alternate challenge to ringing the bells instead of a skip to stop everyone from going on the walls), but it works very well for what it needs to be in my experiences. I also enjoy the lore and don’t find it tedious to find, honestly really feeling individual cases for your character’s role in things if you’re reading the dialogue and looking around a bit, but don’t know enough to be aware of any inconsistencies. I think the “instanced content” contains a lot of stories within how you get there and the people connected to it, like exploring layer two for however many reasons or the warring factions around the world.
While I also don’t agree the game’s new content feels bloated, and find the large mantras easy to read in every case I can think of despite not knowing about everything and generally only being pretty good at the game, I do think that the game’s artstyle isn’t the same as it was, and it thrived off of what it had, new things outside of what the player does seem to still contain that art style, like the recent boss editions, the oaths in particular often feel like they didn’t really have thought towards what the feeling of the game visually is or was. Things are made a little away from the art style, and then more things build on top of them until the direction isn’t there anymore.
I agree on the lack of mid game content as well. Fundamentally, the way the game functions makes it nearly impossible to make good mid game content, and that’s an inherent flaw. You need baseline things to be able to farm, and then the open world mmo format unusual for roguelites means you farm those early things until you can fight a late game enemy and, because of the way things are so easily opened to you, go try to fight late game content to get the late game stuff. Character builds don’t last long in that middle section, especially nowadays with 20 lvls and xp wall removal (good changes imo but ones that feed into this weak system nonetheless), certainly not long enough to make going for mid game enemies they may decide to add worth it. Mid game content would be played once or no times on a character and likely skipped. They could solve this by expanding caps and making characters able to go further and higher to move the current late game back into therefore less late, but that would mean power 25+ people are now among the weak power 1 characters and able to kill off fresher people even easier. It was an oversight in the foundation of the game imo.
I agree that the equipment should be giving trade offs to be more interesting, and I’m not sure why I’ve never thought of this. The game is a lot of making builds and fighting those instanced things, which I do disagree is fundamentally a problem because that’s part of playing repeating roguelite games (I also disagree the random loot is bad for the same reason), but there’s little flavor beyond stats. They’ve worked with weapons to improve them with different weapon types and unique criticals for legendary weapons, but I feel like the only fun building with equipment is the occasional ones with unique talents like the immortal helm and then the rings that actually give interesting effects. Let people min max with crazy combinations of passive abilities from gear instead of people min maxing health (forgot but I agree about the health packs being bad, though I think they should exist just less prevalently, ether, and % monster dmg. There could be so much more fun between runs on the game if they would do that.
I agree the devs feel capable but strangely don’t live up to that. The fact that incomplete things are left there uninteresting and not needed to be interacted with ever is strange for the devs who made the cool concepts in the first place. The fact that so many bugs stay for so long like the Carnival of Hearts, one of the only three world events, being totally bugged for three weeks makes no sense for such capable developers. It feels mismatched, like when AAA games will have good devs making things but the corporations won’t let them have time taken for making its quality fully shine, except the heads of the game are also head devs for the game, there is no giant corporation, and they’re not very money-hungry type developers in the way they behave towards the process. It’s no surprise many people get the provably false impression that they don’t even care anymore, which I disagree with because of their new interesting concepts put in and the deep lore they continue to seep into *some* of that content.
As a final personal thing, I think that character slots are actually a strange inclusion. I understand the positives of adding them, but the game could have been one that is more of a roguelite where you expect to lose the character at some point to get echoes and improve and try more builds, reducing the permanence and some people’s fear of or annoyance with losing the build they’ve worked so hard towards and aim to maintain. Again, I understand the positives, but it’s something that I think harms the long-term feeling of playing Deepwoken, because it becomes about making different builds for no reason instead of trying to succeed this time with a new build idea and seeing if it works. It would have kept much more replay value in my opinion.
Those are my thoughts, again a lot I couldn’t have a full opinion on, like the devs being out of touch with the community, powercreep, and balancing, because I just don’t know those areas. There’s a couple things that weren’t worth specific comment that I agree with, like yes shrine of order shouldn’t always be there in a build and Voidwalkers are a horrible system as is (and imo fundamentally; you shouldn’t have people coming to kill you with every character with a strict advantage of both surprise and teleporting to and away from you). Hope this can add some and expand things for anyone else reading this; I definitely learned things I agree with from your comment that I hadn’t ever considered before (like the equipment stuff and mid game content). Thanks for the yap, I got to yap.
video summary: recent content updates aren’t polished and don’t have much replayability
thanks bro
DanVR was right again....
😭😭😭😭
The effect is real is real is real
danvr effect is danvr effect
my king
wise man
World Serpent feels half-baked. It gives the same vibes as fighting Kaido without cheesing. Get a bunch of food. Get a bunch of healing. Get mobility or s. You win. Healing is what makes the fight bearable because the attacks are poorly telegraphed to where you can't really make out the parry or dodge timings. Also, being completely immune to cannons is just lame asf. It already has a way to deal with boats.
Parasol feels pretty fun to fight. Could be better, but the concept of how the boss fight is played is good. It's at least taking more brain activity than the world serpent. The summoned monsters also could be programmed better because the broodlords are nearly invisible since 99% of the model is underwater.
Boat of these, I really dislike having to swim so much. It's much more egregious with world serpent because, while you're on a boat, it dives more, meaning less opportunities to damage it, so you're incentivized to swim towards it. You'll find yourself in a scenario where swimming towards your boat to catch up to the world serpent takes as much time as ditching your boat and swimming towards the world serpent, unless you're REALLY far away from the world serpent.
With the parasol, you can actually fight the parasol while on your boat, so that's fine.
ngl i only find world events bearable since i have a build with ice skates
Heya buddy
Ngl they should have never done conquest, battle royale has almost 0 players and conquest will have even less, its a lot of work for a gamemode people are playing for like one day and never again. 2 years of work.
Nah, it's definitely not gonna be as dead as BR, and I feel like it'll probably be pretty fun and have some good replayability, plus shifting focus away from conquest and releasing some of it's content like the new oaths and world events is a good step in the right direction, and if they keep going like this I'll be relatively content. Hopefully, conquest will give decent loot and knowledge, though...
cus battle royal is just for fun u get nothing from winning conquest will get u items so it wont die
U dont know what ur saying
He was made to not take everyone’s time it’s supposed to be a party fun game mode that’s why it’s locked to the weekend.
Conquest is designed to be a long term competitive game mode, not the same thing.
I think the main reason BR is dead is because there's zero incentive to do it. It's a fun game mode but why would you consistently play it if you get literally nothing in return
Hopefully this got ur rent 4 the month aga😭
You aint even finish the vid yet 😭
blud the video just started
@@Agamatsu here's you're plus 1 cent
Feel like Deep has a lot of content and never has stopped feeling like that honestly, but people who play almost everyday are inevitably going to think otherwise ( I mean, if you're always playing then you're gonna have done everything eventually multiple times over. )
I do just want polish right now. Saramaed Hollow has awful, awful collision issues and released majorly unfinished even with what little exists in it, and it should've never released like that. Bare minimum, the collision being fixed would be enough until they actually give the place what it needs.
Oaths being released with 2 out of their 3 mantras just not working is... rough to say the least. This is why I still think that a Bi-Weekly update schedule ( IMO Monthly, but the Devs said it doesn't work for their creative drive so that's fair) would be better. Testers having time to actually test new features in a bigger window catching the outright obvious stuff is important and I really think it'd make the updates we do get stop feeling like 'slop'.
Love Twinblades, but I don't love them feeling like another unsupported weapon type like how Rapiers and Light guns did. A starter weapon for them and a few other talents would be really nice honestly but the weapons themselves are not in bad place IMO.
Gear cabinets are cool but I really do not feel like they visually fit in all the areas they do fit in, especially vs how training items would be placed around a room before which made certain small areas feel a bit more alive. I understand their necessity but I wish they came in a few different designs to fit the areas they're in.
Those are honestly just a few nitpicks but there's tons of stuff to go back over and polish, most of my grievances are things that feel like they were implemented half-way and not as fleshed out as they should be.
Deep has done a LOT in 2024 realistically speaking. Doubled the amount of bosses in the game, 5 new oaths and 3 oath reworks, tons of new weapons ( though the balancing / creation of them is its own matter... ), new origin that could ALSO use some work but I guess that's implied when Saramaed is also very unfinished lol. And a new attunement, that even while it released absurdly broken (...like everything else) it was still really cool. That's a LOT for a roblox game that costs like 5 dollars worth of robux lol
im not reading allat bro
@ Most literate deepwoken player
main problem is theyre pushing quantity and moderate quality - there's lots to do, but its all Okay. none of its bad and most of it isnt great
@@pun5925 Pretty much sums it up yeah.
This is my suggestion for some ways to give world events flavor. The main reasons that players never seem to actually engage with world events is because of combinations of these 3:
1. The events are inconvenient to go to compared to the incentive of taking them on
2. The events lack something that makes them feel special and worth giving your time and attention
3. The events do not feel “grindable” or worth grinding. People seem to generally enjoy repeated gameplay farming *to an extent* within Deepwoken.
I believe that the best way to make world events fit all three categories better is to provide individual flavorful additions to the events. The goal in my idea is for them to feel uniquely impactful as more of an implied story pocket appearing for players to become a part of instead of just being stationary spawned things that you don’t really have motive to go after.
These are my suggestions for each event:
The Carnival of Hearts: This event is very simple to change (after it’s properly bugfixed of course). Aelita is able to make many clones, so she should have more spawns all around the map that will all always appear for the world event. This way, people can enter from anywhere to participate conveniently and won’t have to make it to a far off place in less time than is possible. The time to start stays short for people already right there to jump in and not wait forever, and more people will join because they might as well with the entrance being wherever they are. It would also help to over time provide more games and randomize them so the experience is more nuanced between instances.
The Etris Raid: When put into the system, this world event will work as a contained event that lasts a good amount of time to balance out and give people reason to sail to it from wherever they are. I include it because the raid has the kind of thing that makes people want to participate and be driven to participate by circumstance: world impact. Since the events occur each hour, they can benefit from almost forcing some players to either interact or avoid them until they’re gone, giving a challenge in progression of what happens when a world event comes to the place you want to go. The Etris Raid itself does this well already, and so it doesn’t need much if any real change.
The Doom of Caeranthil: This boss has good qualities, and does take steps in the right direction by moving between different islands, but still lacks impact and most people will sail right past it unbothered or get one shot while trying to do that. My suggestion here is to make the threat of destruction that the event description states be real by having it somehow attack the islands it goes to, causing destruction and endangering people at the coast with its rampage. Npcs based on the island could also be sent out to defend their home, making players feel like they are fighting back with a force even if nobody else is around to help. This would make it feel like either you face the threat in front of you or make an escape instead of having to purposefully engage for the event to matter.
Interluminary Interloper: Whereas the world serpent is a doom arriving in a destructive sense, the Interluminary Parasol uses smaller and targeted attacks to fight, and is an invading enemy coming for those below. Therefore, it should actually seek out and kill people on the seas. It could lock on to sea events and go after the npcs there, then still continue to move after players at sea. This will make it feel like a real threat and a danger to keep from coming for you as you traverse during the world, and then the brave and powerful can fight back against it to claim the prizes.
prayer bead irl for a year
deepwokens actual number 1 problem is the balancing dawg lock in :sob: how can these other things that are incomplete matter if people can LITERALLY do true combos that deal a bar + to minmax kit builds (which most players dont have) or in diluvian which is build mantra spam vs monster spam
Exactly
there r no true combos if u have an f button
i think the devs think we want new content for the game, and its true, it brings the player counts up. but i'm confident that if they finish up all of these endgame things there will be so many more players over time.
My friend had to basically beg me to help him with world events to progress his oath since nobody does them.
Side note: I despise assassination mage builds being meta
The number 1 problem of deepwoken is that the game treats guilds as a necessary part of your understanding/progressing through the game, completely forgetting that solo players exist.
How?
its not that hard to make friends also i solo progged back in my day (verse 1) and it wasnt difficult at all
I know right it’s ridiculous
I mean u can join npc guilds, and that's what I did, u have a fully upgraded bace and everything
????
5:52 "I'VE PLAYED THESE GAMES BEFORE!!!" 🗣🔥🔥🔥🔥🔥🔥
I feel that it’s moreso just specific mantras themselves just need to be either fully reworked at best, or just straight up removed from the game. Metal turrets and metal rampart are perfect examples of moves that either should be greatly reworked or just genuinely removed. They simply promote a disgusting way to play the game. Just look at Deep TH-camr “NotPrimelly”. His entire shtick is creating horrendous cheese builds such as the Minecraft Steve build or maximum slow debuff build. It’s the devs to blame for not employing true testers to properly TEST the game and its updates.
lowkey sarameid hollow was what i expected diluvian was going to be
Bro istg if we acctually get deepwoken conquest after GTA 6
Imma crash out
I never thought that THE agamatsu (self proclaimed greatest deep glazer of all time) would start doomposting
not really doomposting, just wanted to point out a few issues
this should be an ez clear for deep devs, dont worry the glaze is still there
@@Agamatsu "ez clear" would probably be a lot faster is arch wasn't the only one consistently working on the game as far as we know lmao
if they can ez clear it so easily then why havent we seen an "ez clear" in half a year ¯\_(ツ)_/¯ (as in a proper finished piece of content that has actual replay value)
@@jackdiedtoday_”half a year” heart of enmity and/or bloodrend in question:
@@thecomet653 how does heart of enmity have replay value, you get the weapon and you leave
@ no you get the bastions of enmity, thrall of enmity and whatever other enmity gear cuz its all best in game rn. Then you can continuously grind for more of them to get a 3* version, which will incentivize speedrunning/high efficiency builds to be created to get the godroll gear faster. And regardless, its just a fun boss fight
How cool would it be if they had scheduled directs where they sat there and let people join their vc one at a time and ask questions directly on stream?
A wishful dream, that is. Maybe this too is just another incomplete idea that gets cast to the wayside.
What deepwoken needs is WAY more endgame basic weapons
Our ONLY option for a normal looking double-edged straight medium sword is literally just vigil longsword
I described the most basic ass weapon and they cant even add those
Theres been really small substantial changes, and honestly it feels very tiring having something incomplete come out or broken, you make a build, its patched next weekly, over and over again, they release untested, broken stuff, i believe on purpose, so people get back on the game, then leave when its nerfed
i wouldn't say it's the number one problem but it's been at the top of my own list since saramaed hollow
was willing to forgive dilluvian not being anywhere near its full potential until not finishing major content drops became a pattern
Carnival of hearts released as a free bag, event has nothing happening but waiting gives you the chest anyway
my biggest gripe rn with the game is the terrible balancing. stuff like ice with dagger or stuff like when if you are to roll a gb, sometimes you don’t roll it at all and you get posture broken it’s so dumb
one main thing i noticed is that saramead hollow wasn’t supposed to be the ONLY dungeon, ignition union origin gave us access to a dungeon and a portable job board along with the benefits of gaining more exp from dungeons, but you don’t see people run this origin, due to the lack of access to void eye AND lack of dungeons, in deepwokens current state, you HAVE to run either deepbound for pve or voidwalker for pvp. They don’t even try to let you find obtainable ways to access call of the deep or even void eye mid progression if you don’t have the right origin, they should have a nerfed way of obtaining these things mid progression, and ADD DUNGEONS
Deepwoken keeps on giving us ideas and promising completion, but instead of completing these things, THEY MAKE NEW INCOMPLETE CONTENT
I believe that if world events were used not only to gain new loot but also as like a gatekeeper from a newly added area (within void sea potentionally) they wouldve came out way better even while not being that fun because they serve the purpose of being guards to a new area everyone wants to explore
so not only theyll serve a better purpose if you defeat them you're rewarded with the ability of getting to a new area
Number 1 problem is balancing, almost everyone I’ve asked who’s quit or barely play agrees that’s the biggest problem
I think that over the years, Deepwoken updates have tried to make the game easier for new players, right? With all the QoL improvements, new features for new players, easier progression, safer worlds, bigger loot tables, and stuff to make your build more consistent. All of that was meant to enlarge the player base, and it worked. However, for old “OG” players, we literally had nothing to do. Yes, they added new oaths, new bosses, new weapons, etc., but it was still the same. You grind to get whatever is new, you make a build, and then wait for the next update. Old players don’t feel the excitement of fighting for your life anymore. They’re kind of removing the “hardcore” status of the game, which was the main reason it was so addictive. Even if they release Conquest with a full and complete game mode, it will last for 1-2 weeks.
So, what does Deepwoken need?
We need a brand new world, exclusive to experienced/old players.
A world/environment where guild fights are common and an actual threat to your slot/build.
Stuff exclusive to this world that is hard to get, like dormant splinters, to make the world actually worth playing.
In addition to that world, probably some new build content, whatever it may be, ONLY obtainable in this world, such as:
• New level cap
• Oath upgrades
• Bell upgrades
• A bunch of new talents
And they have to make it HARD to get.
They should also probably add, to finish, a completion system for guild fights:
As we can see, they are implementing more and more support features for team fights and world encounters, like the new relic weapon or the new oath.
But it’s unfinished. The actual support playstyle that is supposed to make people sustain and actually make the fights last is pretty bad, relying only on Linkstrider.
That’s where Lifeweave enters.
An attunement based on sustain and resistances, but with benefits that are better for allies and large groups.
I think it could be an interesting way to change the fighting meta. Instead of seeing boss raid/trackstar/1v1 builds, we could see more specific types of builds appearing and the use of actual unused game mechanics:
• Blood
• Hunger and thirst
• Armor depletion
• Anti-heal
• Assassination builds
I have much more to say, but TH-cam comments are short. 😔
Fr, and I think even joining a guild should automatically have a chance to put you on the bounty board. And the larger the guild, the more often it will happen as if other factions feel more threatened by the guild. Right now guild bases are the main reason this game is so easy. They basically give you everything while skipping out from engaging with any hardcore elements, and it usually only benefits experienced players who just want to prog quickly.
that will never happen
I'm not sure what made you think gatekeeping it to "og" players was a good idea, but a lot of this is good. This just sounds like central luminant. Also remove assassination builds we don't need that shit getting buffed 💀
The big issue I feel is just how broken every update is. Not like in terms of balancing, though that's also a part of it, but just straight up bugged to high hell updates. Like world events dropped and you couldn't even do them for like 10 hours after the update cause they kept fixing stuff whenever it spawned and shutting down for it. When they finally stopped Parasol was still broken to the point you literally couldn't fight it and Carnival was so badly bugged NOTHING worked. Hell even now 3 weeks later Carnival is still bugged. Another example this past Friday. Soulbreaker dropped and the mantras literally weren't showing up in the inventory at all. Like these aren't obscure bugs. These are bugs that are BLATANTLY obvious if anyone so much as bothered to hop into the game and test these things, but it just looks like noone actually tests anything these days.
way back agamatsu suggested that relic loot should be spread across diff bosses, so if you want a certain relic you farm a certain boss. They for whatever reason didnt listen to this even though imo it was a really good suggestion. One issue with the game still is that theres no reason to farm parasol or etc because all the actual important farmable loot as in stuff you consume and need more of comes from stuff like diluvian, hellmode, layer 2
Devs planted a seed but didn’t water it is the best analogy of these updates
They best and fastest way that i can think of rn to maybe fix the lack of people participate in the world event is probably added an nee rare drop or something of a similar, kinda like the new relic weapons.
I can’t believe this was deepwoken’s #1 problem
i much prefer these rambly slop videos than our standard agamatsu slop... please make more of these
we need more stuff like the duke relic in raritiy and something that isnt repetitive for pve to really get that grindability imo
and Qol and allat for atleast the past 4 months of updates
world events feels like it was only developed in 1-2 months
like no way this ANNIVERSARY UPDATE took 2 YEARS??
it took nearly 2 whole years FOR 3 WORLD EVENTS WITH MID LOOT AND A WYRMTOOTH?
game started falling apart when it lost its identity
like when k1 and all the other devs joined the team and started adding more anime fighting game slop
it all comes back to the game being way too bright and turning away from the identity of a difficult game with permanent character loss
agreed
a neat idea imo would be something crazy like layer 9 where you go in and not able to return back to. would be some like crazy battleground layer where everyone is overpowered and death = wipe and where you can unlock some really cool permanent stuff by doing activities there, but on a second thought it would divide the playerbase even further so i don't really know
I think a big problem is that the devs don’t understand that we are okay with waiting a few weeks without an update as long as it promises big content and not just the same old ‘new weapons and drip’
last night I was screensharing the game to a friend who'd quit around mid-2023, and it felt like a lot of the things I was introducing them to came with the added comment of "this is also a bit rough/buggy" or "it's a bit lacking, but,". I feel like if there was a string of weeklies that was *just* fixes, polish or additions on top of buggy or lacking content before resuming trickle of new features/items (in which a lot of the relatively recent content can benefit greatly from), Deep would be in a much better state in general. I have my own opinion on how the game has became too easy/risk-free feeling with QoL-creep over time, but I feel this is a bit less "just an opinion" of an issue than that:
the "bigger" stuff like Saramaed Hollow was a "cool concept, but definitely isn't done yet" for me when I first played it, and afterward it was unfortunately never expanded on. collecting rocks becomes a chore, especially when they have collision and it makes it tedious to navigate more than maybe one wall to get back to the driller. you skip the first few floors because they have no unique enemies or content, and then kill some Broodlords or the 1-2 bugged thresher floors for heaps of loot, hit the bottom, and repeat with little to no difference between runs; doesn't feel good to replay imo, and has maybe a handful of exclusive drops. looks cool, and is cool in concept, but feels like this was rushed out and wasn't given a proper polish after being "done"
for world events, after a few Parasols, parrying the arms became mindless muscle memory and it was just a timer for loot to spawn instead of a "boss", because if you can parry the arms consistently (which is very easy, atleast to me) it literally doesn't do anything else. Parasol is overwhelming to those who don't know how it works, and incredibly underwhelming to those who do and have learned its *single* attack. World Serpent is a nice side activity (seeing as I haven't grinded it to hell yet, I'm sure my opinion will change with time) but not it's only one or two people fighting them at once and since people are aware of this, nobody shows up to them anymore. you need a strong PvE (or enough experience to make it not worth fighting anymore anyway) to fight the World Serpent with those 1-2 players, and the Parasol is simple to the point where one person on a non-PvE can solo it. They don't feel like world events in the same way the Etris raid is because they're just bosses that move on a track; it's a bit lacking, but it's a good start- that's exactly what I told my friend last night. Carnival of Hearts would be cool in concept, but is still completely broken so I can't really give a well-weighted opinion on it, but for me the issue I can speak on is how it isn't really a "world event" at all, you are taken to a separate area completely severed from the world, which is more just like the Trial of the Gourdskipper than a "world event". with all three there's clearly a pattern of them not being worth going to relative to their difficulty and the fun people have experiencing them, with nearly everyone in every server not caring about them whatsoever
ofc that's mostly all my own opinion, maybe I'm just dumb
conquest map should be in the overworld but like changed to like lost civilization type building and cake up some lore on it there was a big war on it and conquest was like a replay to it
I feel for mid game content storylines kinda like the duke quest should be implemented for every faction like for hive and the reward for completing it is the lifeweave attunment and the origin. Something to interact with the world of deepwoken you know?
The world bosses probably the most entertaining thing to come out that made me come back to deep, parasol feels fine but doesent have much attack variety, world serpent feels janky and theres no way to really defend yourself besides counter and running, enmity is awesome but without x4 loot it feels miserable farming anything, also enmity is really only done by 1% of the game players since requires 5 max levels with supports
I been said, we need a new luminant, half of this content wouldnt have fallen flat if it wasnt for the fact that we're still in the same exact locations since the game dropped.
2 years for 3 world events, in which 1 didn't work for a month, and other one is a boss with a singular attack
the spark has burnt out, i can feel the end coming
Saramaed would have been so much cooler if they had more mob variety and less boring parts like getting ores everytime, they could become inventory items like galestones so you could stack them and do multiple floors after a single mine, theres no reason to make it tedious, and there could even be a small boss (also please an option to choose difficulty i dont wanna fight 10 layers of sharkos that give me no loot lemme get broodlords)
The pvp content feels janky sometimes aswell because why does my opponent still have priority when i parried him for example i parry him and he can still cast a mantra before i could even tho almost same windup idk if its just cause im bad at the games pvp but the combat feels more like a spam fest rather than letting your reaction based
the developers wait a full week just to spend the very last day working on the update
but Agatsuma, if we fix these problem how can you chase for the bag later on
I’m just saying, there’s a reason why no one wants to fight a boss with absurd amounts of health, mid loot, only spawns every hour (not even guaranteed), and can spam the same instakill move back to back which also makes it invulnerable
I feel we should focas more on fundamental problems with combat in PvP (to much damage, air swings, things being to spam-able ) and pve (to much damage and disconnect from PvP)
5:12 bro had to put this part in stop motion for suspense
The resolution is to make item that makes prog easier exclsive to world events
I would love a bunch of polishing, even if its for smaller stuff.
an update to old models
an update to some of the wack ass animations
balancing
revisiting old weapons nobody uses
not even all at once, just like... overtime, SOME progress would be nice.
I think the world events show how lazy the devs got tbh, world serpent just loops its 2 insta kill moves and you have to fight it in water so its annoying to deal with, seriously, why does a SEA BOSS have so much canon resistance, at least add canon types or boat customization to be able to deal with bosses like that easier, parasol just pokes at you for 2 bars of dmg then spawns in a Broodlord to kill you, its just lazy they peaked at emnity but even that boss feels like its not as interesting as it could be, you're fighting a drowned god or some thing and the most it does is just... M1.. and spawn enforcers.. and maybe a grab...
We need a weekly that just focuses on fixing every broken talent (the ones that don't work). F new content, fix the old content first.
theres like 4 talents total that have this issue and nobody even uses them
@@DogGaming506 the reason i say that is cuz i like using niche builds so when im testing some stuff and it just doesnt do what its supposed to or is really weak* its really disheartening. specifically talking about things like mantra modifiers, certain potions, and a few mantras/talents
The devs have to be removing stuff on purpose ATP, so many particles and even terrain missing
Now that agamatsu (aka the only person the devs even want to listen to) made a video on incomplete stuff it MIGHT get fixed I suppose.
hey guys.. this is NOT an 8 minute 50 slop video...
weekly updates are the issue. We need actual big content updates over a long amount of time
rag: nothing scares me
The evi playtesting man: hi
rag: dies
Deepwoken we need to talk...
We need balances in the game no new content, no new wepon, just balance changes.
These games need to give players purpose, everything is just there to get new weapons, armor, or buffs but that’s all just to make a new build and do the same thing.
agamatsu can you tell the devs to fix the goddamn golem 😭 I dont want him to do start dancing samba on my face bruh
Deepwoken.. we need to talk
For world events, the idea is great, but the execution feels off. Ignoring launch bugs, these don’t feel like true "events"-just raid bosses.
The roadmap called them as large-scale events like the Etris Raid, but instead, we got two bosses that move around in water and a minigame room. The Etris Raid works as an event because it impacts the world, ties into the lore, and lets you actively help Etris. It’d be great if expanded, but it’s solid as is.
Parasol and Caerenthil don’t feel like "world bosses." They’re just high-health enemies where you spam moves, with no unique mechanics or WORLD impact. The loot is underwhelming-recycled stats and dull talents (e.g., less DOT damage from Parasol), and while fun fights on their own(I think caerenthil is a pretty fun fight to do), they don’t deserve to be called "world events" imo
If these are meant to be grinded (which makes them feel less like "events" anyway), it’s tedious-you can realistically only do about 5 a day. Which would be annoying
The carnival comes closest to a world event currently imo. It ties into known characters and could be really fun with more minigames. Imagine being teleported across the luminant with tasks to complete-or die-or, as Aga suggested, a big server (max ~30 players would probably be realistic) stripped of weapons, choosing whether to keep playing or quit like squidgame. That would be really cool and feel like an event.
Right now, world events just don't give me the feeling of an event that's happening, which is dissapointing, They're fun as bosses and a side-game, but where not what I had in mind at all when thinking of world events
B-but he shoots a laser at freshies at Etris! That’s world impact!
Aga you hyped the parasol ever since the layer 2 leaks and what we got was sorta hyped
I firmly believe that there is no experience on roblox like layer 2 from a lore, environment, and gameplay perspective which is why things like carnival of heart's are so dis heartening blood rend was made in less than a month after being teased for so long we waited and recieved an untested overpowered bug ridden mess and its sad deepwoken if we could get more updates coming from a place of passion we wouldnt have untested weapons and oaths and the fact that we regularly deem the game unplayable after a weekly due to their lack of tact and care has grim prospect's for the games future deepwoken has lost its soul and conquest wont fix that they should focus on balancing their game and fixing it because if conquest is going to be their big update in the future why build off of such a flawed structure the devs need to genuinley play their game without using their specs just as a new player no echo talents no specs nothing and im sure they will quickly see whats flawed in this game
World bosses need to be buffed, in difficulty and loot. A WORLD event should be something so insane that the whole server has to suffer. They should buff monsters and mobs until they die so people have to do something about it, they should do more dmg, have more HP, seek out players to kill instead of just following one or two direct paths and they should reap insane rewards. Off rip each boss should have a special weapon and armor set, after that they should drop every player that did dmg actually useful relics so there's a reason to kill them and not just swap servers. I expected the world events to be catastrophic. They're fun at times but I never found it difficult neither scary nor that replayable.
they lowkey should expand the map more we need central luminant
Number 2 when?
I feel like the devs need to just stop tryna make legendary weapons and focus on actual content for the open world and instanced content. Saramead hollow needs to be reworked from the ground up. Fix its terrain, make the ores go into my inventory and allow modifiers into future waves for better loot. Or even better make it a rogue like and be able to use ores as currency to buff your future runs. War mode needs to be optimised. World events need more loot and to drop legendaries or at least give bell prog. And give us more quests in the overworld to explore.
I just wish there was a more guaranteed yet safer way to get the Dye packet. It could drop from these bosses
Just join the server that pings when a merchant has dye gangalang
We need to move away from weekly updates and move to monthly
WE NEED THE SHARKO GAMES IN DEEPWOKEN
Idc bout all this
They dangling an INFINITE amount of depths layers, with ones such as the third layer being foreshadowed more than kennith's death, and they also dangling FOUURRR other luminants?? Idc if they dont have good loot, at least have some unique items, new quests and bosses n stuff
Maestro came only for medium wep and had to be buffed a few times
deepwoken needs to return too its progressing story, as a form of content, games are starting to stale out with the idea of “content” being obtainable items
its almost as if constantly adding new content instead of fixing, improving and building on whats already there has become a problem for the game. Oh wait it has. Yeah adding the 100:th flame legendary might be fun but its a good idea when that time could go towards fixing or improving other content
We need more criticals for weapons like pale morning forgoten gladius and that kind of stuff
People LOVE depths content, would be cool if they had expanded it further.
In my opinion Saramaed Hollow should've done something similar to Voxlblade's Ice Caverns. Check on it.
Cant wait for #2 and every video that will come next! :D
Verse One -> Verse Two game changing content + more
Verse Two -> World Events few bosses and oaths
Deepwoken’s #1 problem are the reworked Stone Knight animations
We need aga in the dev team🔥
NO
No we dont
my agamatsu is changing..
Aga: brings out better camera
Also Aga: starts tweaking anyways😭
ngl they made all the rare loot drop tooo easily for the bosses
At this point, I'm just waiting for 3rd game by Monad Studios 😊
where's the intro man
Tell me when the game is complete 😔🙏
Bring back simple oaths 🗣️ I want more paths like the oh ones where it makes you glow and teaches you to breakdanc e like instead of you break your soul into three parts use the drowned gods to pull em back together and use that to master all three murmurs and unlock mega murmur trio and so on it’s too complicated and annoying
Pretty much exactly why i stopped playing
bro ngl they need to lock in like wtf is deluvian
bro
its just wave of mobs each time didnt they say it would be like a tower or smth
imagine a tower you go down and each time you go further the mobs start to get harder, yeah thats what happens in deluvian but its js random mobs
imagine like a maze each time you go down thats different EVERY time and there are new mobs at each corner like a labryinth bro that would be so cold
and i dont mean 50 corrupted mobs i mean like 1 big mob thats hard to fight or a few
idk how hard it is to dev and stuff though but come on
and world events im ngl is such a let down, i thought world events would be something that happened once every time like some island drowning or something.. not every hour, something once that we look forward to
i sound like such a geek but bro they need to lock in
we need verse 3
Ngl they should just close the game down and re open so they can TAKE THEIR TIME and fix the lag issues, its crazy how i can play games like elden ring on high graphicd and average 60-70 fps with minimal ping, but i hop on deepwoken and my fps drop to 20-30 with 200 ms