I agree with the running idea and with nerfing Dracula somewhat, but for cards I'd just want much more common drops/higher luck, and I don't think the rest needs balancing if these things are done.
Battle Arena should be really hard, being an optional challenge.
June 17, 2021, 02:32:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Blood Omen: Legacy of Kain (PS1) Improvement:
Interface/control issues to fix:
-Odd delay to the camera when starting to move in a direction and it moves too far ahead so it'll keep jerking back and forth if moving back and forth and not giving a good general overview (see Global Gladiators for example) - this and how zoomed in the default view is means a zoomed out view plays better in terms of visibility but the graphics become rather pixelated and there are slowdowns
-Can't bind a sub weapon and a spell to a face button at the same time - R1 could've been used to bind both and then X and R2 to use them (you should've also been able to bind more than 4 spells or items to a quick item slot since going in and out of the pause menu is slow)
-Somewhat sloppy hit detection (unforgiving when attacking in wolf form, overly big hit box when interacting with wall switches, sometimes overly small hit box on your sword swings - they look wide but sometimes only hit in front of you, a bit unforgiving on item drops from chests and the like)
-Pointless pause animation after every fourth sword strike if you mash the button - faster than holding it
-Can't skip or partially skip dialogue lines - they also have to play out fully before you can exit the room that the NPC you talked to is in
-Sometimes can't jump for seemingly no reason in wolf form
-Somewhat slow movement in vampire form - can't upgrade it or gain a run move so you have to transform into wolf form to go faster
-Safe spots when fighting certain enemies from certain angles due to hit detection issues
-Can't replay the voice messages from triangles on the ground (some of it is NPC dialogue) - no message log
-The axes are too sluggish to use for most combat - regular attack is slow+the combo locks you into place+the spinning move is also kinda slow (and on top of this the latter two make you unable to feed on an enemy)
-Pretty slow mist form movement
-Somewhat slow menus (about 2 seconds of delay when closing one or going into a sub menu)
Some tedious aspects to fix:
-Loading and slowdown issues
-No wait command for skipping ahead to full moon or a non-rainy day
-The slow MP regen (overly slow before upgrading it three times)
-Soldiers in towns respawn when entering buildings
-A few teleporters that just move you backwards in a dungeon
-The light spell might as well have been a passive ability toggled in the menu since there are various parts you want to use it at but can't be bothered to switch to vampre form and/or go into the menu to add the spell to the quick slot (either dark areas or sprites blending into the backgrounds)
-Some enemies will walk right into your avatar's sprite - there's no contact damage but it means you don't hit them with your attacks
-Can't backtrack through doors when moving through certain dungeon areas (one of the first dungeons and malek's bastion - pointless since you can teleport to outside of the dungeon anyway and they could've made the enemies turn into spirits/MP droppers when re-entering rooms in these dungeons
-Villagers don't react to someone near them being killed
-The music pauses when viewing the map screen/moving between rooms/the teleport spell prompt pops up/checking signs and other things that can trigger a comment by Kain/talking to NPCs. The in-game music streams on a single psf channel and ambient sfx can play on other channels during this, so perhaps something can be done here.
-NPC voice samples can overlap and then become much louder+a bit scratchy, Thrown daggers sound like gunfire
-Some items, abilities and transformations are handed out too easily
-Energy bank (temporarily have max MP for about 15 seconds then lose all MP) doesn't last long enough to be worth it for the most part
Other possible improvements:
-Less linear structure in terms of the main dungeons
-Make the map feature not show the entirety of a new area at once but do make it mark items, points of interest, exits, boulders and rock pillars/statues
-Minor knockback when hitting enemies until you've weakened them and they stand stunned
-Can equip just one axe (to be able to cast spells at the same time) OR the flame sword can also cut down trees
-Somewhat weaker acid pool shot and repel spell, maybe implosion as well. Repel should either give partial protection in melee or chaos armor should be less effective so you can't just use that combo on basically any enemy even in the late game.
-Have to first press down to be able to select a sub weapon from the quick menu after opening it - emulation issue?
-Can lock yourself out of a life upgrade in the electric bolt dungeon if you teleport out of it before opening the left door to the second room (the door to the right closes after you when going into the puzzle room)
-The game replays the dialogue from killing your assassins if you revisit the northeastern graveyard area
-Noticeable noise at times when everything else goes quiet - emulation issue?
-You sometimes end up somewhere different (still in the same overworld sub area though) after having teleported to an area from within a dungeon and then exiting it