{
"post": {
"title": "Unpopular Opinion(?): I don't feel like very difficult content belongs in Palworld",
"selftext": "[deleted]",
"url": ""
},
"comments": [
{
"body": "You do bring up some great points. Raid boss battles especially do just come off as a random mess of violence. I would like there to be more early and mid game content. Early game goes by extremely quickly and suddenly turns into a grind over lvl 40. In a way that just begs you to spend hours trying to min/max your pals.\n\n\nLuckily they give us a lot of control in world settings.",
"replies": [
{
"body": "[deleted]",
"replies": [
{
"body": "I feel like it's very easy to skip a lot of the equipment in the level 10's-30's, too. Just doing the bosses to get you ancient civ parts and catching stuff as you explore will zoom you past some of the weapons and one of the shields. My partner and I started a new world for this update after not having played for awhile and there's just chunks of stuff that we've skipped.",
"replies": [
{
"body": "Definitely agree, it feels kind of pointless to craft most of the early weapons because you will use them for about one or two outings before you already leveled to the next tier."
}
]
},
{
"body": "Agreed. Grinding my level by exploring the world and catching Pals is fun.\n\n\nGrinding the perfect Pals through breeding is mind numbingly boring. You're not even playing the game, just keeping track of a bunch of timers and rolling the dice until you get what you want. It'd be one thing if the gameplay around breeding was actually fun, but it's easily the worst part of the game.\n\n\nOf all the things to take from Pokemon, this is the feature I always hated the most. Never participated in breeding perfect Pokemon, but that wasn't a big deal because I didn't care about competitive multiplayer.\n\n\nIMO, it's a feature that removes a lot of the soul and excitement around catching new Pals and replaces it with RNG and a spreadsheet. ",
"replies": [
{
"body": ">Of all the things to take from Pokemon, this is the feature I always hated the most. Never participated in breeding perfect Pokemon, but that wasn't a big deal because I didn't care about competitive multiplayer.\n\nIn terms of breeding, we're at gen 3 Pokemon breeding, which is awful.\n\nThey need to put some item/consumables that make passing traits down more feasible.",
"replies": [
{
"body": "I'm not sure we're even at Gen 3 breeding. In Gen 3 you could at least guarantee move inheritance."
},
{
"body": "Yakamo is your pal for that then. Aside from legend from jetragon you can just breed the right yakamo and then catch whatever pal you're looking for. It's not perfect but it does a lot to get you closer on breeding into a new line",
"replies": [
{
"body": "In gen 3, we also have synchronize and everstone to help with pokemon nature.\n\nThe entire experience is still hell of a grind though"
}
]
}
]
},
{
"body": "Iv breeding isn't a must to do any of the content though"
}
]
},
{
"body": "The only thing I like about the breeding system is that it fully allows me to play runescape while I wait"
},
{
"body": "in my private server I have it set to almost one-third the speed and its so rewarding. every level feels great to earn and exciting to unlock because you dont get them often enough",
"replies": [
{
"body": "The problem comes when you completed catching 12 of each pal and are still level 45. You barely get any meaningful amount of experience for fighting, and your pals can't catch up and will lag behind.",
"replies": [
{
"body": "Dungeons and alphas carry a lot of weight for late game exp to bring everything up to level. The genesis grunts in caves give a lot of exp so don't pass them up when you can 1 shot with an aoe",
"replies": [
{
"body": ">Dungeons and alphas carry a lot of weight for late game exp to bring everything up to level.\n\nI am level 52 and a dungeon nets me about 40k XP.\n\n​\n\nRequiring over 2 million XP that's still not \"carry a lot of weight\". \n\n50 Dungeons is a lot to do for one level up.",
"replies": [
{
"body": "I think he means for leveling up your pals not you."
}
]
}
]
}
]
},
{
"body": "i wish i had a private server.\n\n**i am teh jealous of you now!**",
"replies": [
{
"body": "They're not difficult to set up. You can run one on your home desktop.",
"replies": [
{
"body": "that sounds like fun"
}
]
},
{}
]
}
]
},
{
"body": "I am playing with xp set to 0.2, allowing myself 0.1 extra each 5 levels from 15 so that it reaches full xp at level 50. Feels about right, so much more fun!"
},
{
"body": "Same. I don't breed for better stats in pokemon games so won't be doing it here either."
}
]
},
{
"body": "And there's no real strategy to them besides mass breeding one specific Pal and hoping your army does enough damage",
"replies": [
{
"body": "Gobfinn weapon enjoyers would like a word."
}
]
},
{
"body": ">random mess of violence.\n\nHave you seen the videos for the higher raids? It's \"1 fps\" chaos with absolutely no skill or tactic required. What i loved about pokemons raid bosses was that you required planning and buffing / different pokemon to defeat them. In palworld is \"Throw shit at it until it sticks\""
},
{
"body": ">suddenly turns into a grind over lvl 40\n\nafter 72% of the level cap is a \"sudden\" change to grind? I never got into min/maxing until I was level 50 and had nothing else to do. Imo, grinding from 40 to 50 is more about getting materials to make better spheres and ammo to catch higher level pals.",
"replies": [
{
"body": "Yeah, materials from 40 to 50 just for spheres and ammo is a grind. Knowing whats ahead at the level cap it's reasonable to start breeding, condensing and min/maxing pals from level 40 along with grinding for materials. That way you get a head start on leveling those pals up.\n\n\nEdit: I'm not against the grind. It should feel like you need to work for it a bit. I personally feel like it's a little too much of a grind too often.",
"replies": [
{
"body": "I believe the work / grind is not worth it because the reward doesn't exist. \n\n\nThere is no real endgame right now, as soon as you hit max level and have your team set up via breeding and doing absolutely nothing you're done.\n\n​\n\nThe problem is that the grind is for nothing."
},
{
"body": "So much of the grind is just background noise, too. I can leave the game running while I run some errands, spend ten minutes restructuring and then go back to whatever real life needs. Took me 8 hours of runtime, with about 45 minutes of actual playtime to get my first 100/100/100IV Selyne. My current problem is crude oil and legendary schematics.\n\nIf the raid bosses were easier I would not see a point in continuing to play.",
"replies": [
{
"body": "this is IMO the biggest problem of the game right now. Lategame is 80% of downtime, of not actually playing. You wait for breeding, you wait for materials, you stand around and breath. \n\n\nEven fighting when you reach the point where your weapons do almost no damage / it's not worth crafting ammunition you just wait for your pal to fight. \n\n\nWe need a way of actualy give orders to our pals for attacks, instead of only autofight."
}
]
}
]
},
{
"body": "For me, as soon as I got to the refined ore part of the game, it was so tedious and grindy I just stopped playing until just recently when I heard of the Ore Pit. It really did feel sudden for me.\n\nAlso, if they hadn’t made base caps customizable, I’d have modded for more bases just to have materials and/or invincible structures for the boss"
},
{
"body": ">after 72% of the level cap is a \"sudden\" change to grind?\n\nYou do not do it justice here. \n\n\nLevel 40 is 72% of the level cap yes. But XP wise it's not even 30% of the XP cap. So at level 40 you are about 30% done, this is why it feels suddenly like a snail to progress."
}
]
},
{
"body": "Yes! The lack of mid game content is kinda insane. There's seemingly very few areas and fights in the 30-40 range. The snow area, desert, and volcano are all 40+ while the green areas are mostly 1-30. Did they forget to make an island in the 30 range? Is there something I'm missing?",
"replies": [
{
"body": "Well it is still early access so I'm not really trying to criticize them. I'm sure they have loads of content in the works and hopefully some tweaks that balance the game a bit more.\n\n\nIt's understandable to release higher level content for the first major update to keep maxed out players interested."
}
]
},
{
"body": "If you simply spend time catching 10 of everything you'll lvl 1-30 very quickly. 30-40 is still pretty reasonable but 40+ you're running out of dudes to catch. I mean this in the sense that at that point you're not going to just walk a straight line and catch 20 dudes for multiple species. Now you have to hunt specifics.",
"replies": [
{
"body": "Leveling isn't the grind. Making spheres, ammo and training stronger pals is the grind."
}
]
}
]
},
{
"body": "I'm torn because I like the difficulty of the oil rig but it was also the activity that finally pushed me to turn off dropping equipment on death. Raids on the other hand feel way over tuned. Needing 15 pals that have max stats and condensed to tier 4 feels wildly unfair with a party of maxed Gobfins seems counter to the idea of making a well rounded team of pals",
"replies": [
{
"body": "This is such a good point. If the required meta for dealing with a challenge is to do something counter to the design and play goals of the game, then there's a problem. The Gobfin team is a great example, as you're basically not even playing a monster collection/team building game anymore. Game mechanics should always encourage players to play the game the way the game was intended to be played, and if the mechanics lead to degenerate gameplay you have a problem.\n\nThis reminds me of an anecdote (might be from Matt Colville?) about a Star Trek game, in which it was possible to ram another ship with your own. It was costly, but very effective. But since the costs weren't real, no actual lives were lost just digital ones, the mechanic encouraged players to ram each other all the time. The solution is to just not make that a mechanic.\n\nThat doesn't mean that every possible degenerative meta technique needs to be eliminated, a lot of people aren't going to want to play that way anyway. The fact that you *can* cheese something doesn't always mean you need to get rid of the cheese. But if there's something so difficult that you practically can't do it *without* cheesing it, you not only encourage but normalize the degenerate gameplay."
},
{
"body": "Yeah. Raids especially imo. Me and my friend when raids first came out beat the first one before the last tower and saved the libero till after as a send off to the game (for the time being). Used a full inventory of lvl 50 pals that all had atleast 1 move that could hit it for super effective + our favorite pals from the game on our person which we also gave super effective moves. Also we both had legendary rocket launchers\n\nThrough the entire battle, we got it to about 80% after the 10 minutes were up... Kinda ruined the whole event for us that all that wasnt even remotely close and ultimately we gave up because we just cant be assed to do all the stuff to beat it.\n\nDid not really sit well with us that we just kinda have to cast all our hard work and favorite pals that we had spent the past 50+ hours with to level and optimise aside just to beat a side boss.",
"replies": [
{}
]
},
{
"body": "You can kill mid level libero with base ar, gobfins, chillet, ragnahawk. No extra pals needed. The jets make most your shots miss so it's much harder with them"
}
]
},
{
"body": "This really shouldn't be seen as a hot take. Palworld has a ton of balance issues, at all portions of the game. The tech progression isn't very smooth, at times it feels like you're making no progress at all. And while some challenges are actually laughably easy, others are bewilderingly difficult even with the best pals and gear. Generally, it doesn't feel like most parts of the game are balanced for the level the player is actually expected to encounter them at, with the player needing to spend an inordinate amount of time grinding against easy foes or farming low level resources rather than being able to take on challenges because the difference between fighting slightly under ones own level and slightly above is *dramatic.* \n\nAnd that's before we get to the end-game content, including the major alphas like Jetragon, the later tower bosses, the raid bosses, and the oil rig. All of those late game challenges are nearly insurmountable when initially encountered, requiring an extremely optimized team, the best gear, and an insane amount of expensive ammo (rockets, etc) to deal with. And there are many very important resources, including high level schematics, that only only require you to defeat these things but to *farm* them. The drop rates on schematics are ridiculous compared to the resources needed to farm the pals that can drop them.\n\nThe raid bosses only double down on the issues with alphas and tower bosses, because now you aren't fighting something in the open or in an isolated special arena, you are doing it in a base. This forces you to lose one of the most precious of all resources, one of your base slots, to build yourself an arena so that your productive bases aren't destroyed. And yet, even with an entire dedicated base full of strong pals, those things will walk all over you. And even with a whole lot of just the right type pals ready to go, everything perfectly set to deal with the raid, it still takes a merciless amount of time to pull it off.\n\nHonestly, the Oil Rig is the best of the end game content so far. It's a big interesting space, there's a diverse set of enemies, you can clear areas, take cover, heal up, disable turrets, use pals as a distraction. There are multiple strategies, there are multiple rewards, and as you go it feels like you are making progress. Once the lasers are down, you can even start to fly around! It's not perfect though. Enemies respawn to easily, some of the enemy attacks can take you down faster than you can react, and you never know if the AI is going to do a good job and mess you up, or if it's going to totally fail let you just mow people down. It's pretty jank at the moment. And as you mentioned, doing it with inventory dropping is just ridiculous. With how long it takes to get plasteel, losing your good equipment is crippling. Chances are, you can't make another set to go in and recover your lost stuff - not that you are likely to get back out alive anyway. \n\nIt frustrates me to see people arguing that \"games are supposed to be hard\" as if anyone is denying that. Games that are too easy aren't fun, but neither are ones that are too difficult. There has to be a *balance*. And Palworld isn't there yet. It's Early Access, so I don't expect it to be perfect right away. But a lot of people are arguing that it's fine or even better the way it is, outright denying that there is a balance issue, despite balance being one of the most important aspect of game design. Something that I would hope gets improved as we get closer to full release, just as we all hope the performance gets improved, stability gets improved, etc.",
"replies": [
{
"body": "💯\n\nAnother factor that I think has become more obvious now with the mercy ring are the catch rates. Even at 1 HP, you still seem to need legendary spheres to catch anything at level 40 or higher. This is with all the statue upgrades too. \n\nThe game has severe balance problems in every nook and cranny. In my opinion, without the world settings it would be simply unplayable in later game. The AFK-ing required would be so far beyond what I could ever do lol",
"replies": [
{
"body": "I believe the game requires a complete redesign of the curves. I posted the leveling curve, showing that level 46 is halfway to level 50 (which is absolutely bad design).\n\nThe game currently has a huge powercreep problem, if sakura update increased the cap to level 55 without addressing the increasingly steep leveling curve i can only imagine what will happen if we powercreep to level 60 or even beyond. \n\n\nRight now i feel like the intention was to stop at level 50 based on unlocks. But now we are at laser rifle levels of items at 55. What power creep is coming next? Intergalactic missles?",
"replies": [
{
"body": "I hesitate to call it \"power creep\" when we're still in EA. I really wouldn't be surprised if they eventually go all the way to 100, 55 seems like a weird place to stop for sure and if the big tree is the center of the map as many have speculated, we have a *lot* more content to come. \n\nBut I have no idea what that content would be, there's not a whole lot further we can go with technology I don't think. The tech tree has a lot of holes in it though, I wouldn't be surprised if there's an update at some point that completely re-tools the tech tree to spread it out over more levels while adding more early and mid-game content."
}
]
},
{
"body": "I usually just use Ultra unless it's an Alpha or something I really want/need. It barely makes a difference, you're going to be throwing a dozen or more of them either way, might as well be the cheaper ones."
}
]
}
]
},
{
"body": "We need more npc story mode etc",
"replies": [
{
"body": "I would love a bigger NPC-populated city or cities, more pal trainers, more NPCs who aren't terrified of pals.",
"replies": [
{
"body": "Isn't the story implication that there has been some apocalyptic event? Which is why there are not a lot of populated areas?,so populated cities does not make sense!. There are already 3 villages, they just need to work on the story & quests for those villages & the npc’s within. ",
"replies": [
{
"body": "Even post apocalyptic games tend the have more NPCs for such an amount of explorable area.\n\n\nIt's not like enemy humans are scarce either.",
"replies": [
{
"body": "Case in point: Fallout (even the original one), Wasteland, Stalker (which isn't really post apoc as the world outside of the zone is still fine, but even there...) etc."
}
]
}
]
},
{
"body": "Like pokemon image if we could duel with other pal trainer a more alive game maybe a city with more NPCs would be amazing",
"replies": [
{
"body": "You can, there are random pal trainers you can find as random events and when you talk to them they challenge you to a fight. ",
"replies": [
{
"body": "Really? Since the launch ?",
"replies": [
{
"body": "No since the bellanoir update in Feb or mar.",
"replies": [
{
"body": "Nice to know how often they appear",
"replies": [
{
"body": "I've only encountered a handful, so seems to be rarer. Found some outside the bigger desert town and also near boss towers. Not sure on possible levels range but theyve only had 1 pal and it's been lvl 35-40 when I was lvl 50. ",
"replies": [
{
"body": "They should be stronger IMO"
}
]
}
]
}
]
}
]
},
{
"body": "There only like 3 of them"
},
{
"body": "I think they should make the pal trainers tamers stronger"
}
]
},
{
"body": "What's pokemon?",
"replies": [
{
"body": "Some weird palworld bootleg. Pretty low quality games, some small indie dev. Doesn't even have guns!"
}
]
}
]
}
]
},
{
"body": "I feel like they’d need to smooth out the “battling another person” thing (whether it be random bot or friend) cuz I feel like you can’t have a story without battle by some sort of group with a big head honcho. \n\nPersonally, I think just defeating the trainer and ignoring their Pal being such an option is significantly less fun than having the pals battle it out. Even if I care about the pal, I just unload my AR on it for like 5 seconds and it’s gone. The other trainer and I should not be involved at all. At least with the way things work now",
"replies": [
{
"body": "Being involved with guns side by side with your pal is the core of the game. That's why the pals attack automatically.",
"replies": [
{
"body": "Okay but I want a fight where we see who has the more powerful pals, not who has the more powerful guns/better jank accuracy",
"replies": [
{
"body": "In this universe, captured pals *are* weapons and tools. No different from a gun or sword."
},
{
"body": "A mode with just pals fight would be cool"
}
]
},
{
"body": ">Being involved with guns side by side with your pal is the core of the game.\n\nI just wish guns would be actually good then though. Right now they break too quickly and eat through your ressources for ammo in minutes."
}
]
}
]
}
]
},
{
"body": "Raids should not be a base thing, imo. There's no way to turn a 15v1 in an action game into anything remotely coherent. They should be in their own arenas like the tower bosses.",
"replies": [
{
"body": "The only way a 15v1 makes sense is if the boss spawns outside your base and approaches and each pal is on defense. It’d be more like a base/tower defense like the base invasions are. But because the balance of guard posts and stations and spawning of the raid boss works, it just feels like a constant ability spam contest. Still idk if that’s actually the best way to do it. I think the best solution would be to allow you to have all of your pals in your party out at a time but no more. Also make the spawning point a unique structure that has to be built away from a base. Of course rebalancing is needed regardless"
}
]
},
{
"body": "I think the strategy is that, being early access, give the players alot of settings to tweak the difficulty to what they like. It's not a perfect system, but it's a surprising amount of accessibility for early access. I dont see Palworld as a \"cozy game\" necessarily. There is an important aspect of challenge to it. There is a failure state.\n\nI think alot of your points stem from Palworld being early access. Too jank for difficult content? Need a setting for condensing? Some content is out of line with the difficulty of the rest? These are all things presumably will be smoothed over as the game develops.\n\nI do think the new island legitimately has an enemy density problem. Where a fight with 3 pals quickly turns into a desperate struggle against 12. And yeah, it feels like staying mounted is required because otherwise you get overrun.\n\nI think the questions about this game's difficulty can't really be answered until they get it closer to a finished state.",
"replies": [
{
"body": "The density issue is real 100%! I’m only level 47 but I ventured to the new area to check things out and was overrun by Moonflower mobs in an area that seemed clear. Yea, I know now they’re ninja-style and appear suddenly. Luckily I had my trusty Incineram with me to help out but then a slew of Goriat Terra came after me as I was trying to back away. Seems there’s very little space that’s not packed with pals.\n\nEdit: line added for clarity."
},
{
"body": "I barely ever use mounted combat. Why turn 2 targets into one, at the same time hindering your dps because you have to manually aim and attack with your pal skills, which is often quite hard because there is no target lock and homing attacks are not working properly when manually used?\n\nIt is not as much density problem as it is AI. Wild pals should avoid getting into fights. Although it also can be useful, since enemies can be pretty easily tricked to fight each other, even if they are the same species they are not friends if they are not in the same group."
},
{
"body": "> I do think the new island legitimately has an enemy density problem. Where a fight with 3 pals quickly turns into a desperate struggle against 12.\n\n\nDisagree on this being a problem. It’s the type of thing I was craving, and turned up rest of the game spawns to sate. Having a given area that was way more spawns is good for a different flavor of combat, imo."
}
]
},
{
"body": "Man i feel your strugles with the oil rig and the samurai’s. They do stupid ammounths of dmg for no good reason. Like how can 3 lvl45 npc nearly 1 shot my legendary condensed, max stats, max iv pal. who can go toe to toe with 2 legendary pals without losing? How and where does this make sense? I dont want to change the dmg numbers too much because then the rest of the game feels like a joke.\n\n\nThey honestly just need to either adjust the npc dmg in an update or allow additional settings to change npc dmg to pals and player. \n\n\nAs for it becoming a grind fest towards the end game i totally agree. Especially the breeding farms, i too have 5 farms with sets of jetdragons for belanoir and jormuntide. Where both of them have legend, serenity, musclehead and divinedragon/lord of the sea. Running and i have maybe gone through 600 cakes and i still need to make 5k more cakes. This isnt fun nor is this alright. Worst part is wild legendary pals that i caught to face off against libero belanoir for the first time all of them got beat up with 1-2 moves consistently. Like excuse me you are saying the legendary pal who i had to fight against for 4-5 mins to barely edge out a win against is defeated in 5seconds? How is this even a challenge this is just a death sentence to the player. “Either you breed and grind or you aint progressing” is what feels like the msg from the devs to me."
},
{
"body": "Well-said. Especially considering the jank:difficulty ratio. Still a fun game, but the inconsistencies in difficulty, and grindiness combined with jankiness do the game a disservice. Early access; yeah yeah yeah, we know. Still valid observations and criticism.",
"replies": [
{
"body": "A thing people forget about Early Access is that the point of EA is to find the problems and give feedback to the developers about what is and isn't a problem.\n\nComplaining about EA feedback is like complaining about all the weak/overweight people at the gym or there being sick people in a doctor's office. That's exactly what its for, why is it an issue?\n\nAs long as the feedback is given in a concise and respectable way, I see no reason to complain."
}
]
},
{
"body": "a corollary brought up in a recent post:\n\nlevel 45 is *half way* to level 50 in terms of XP.\n\nthe last five levels (pre patch) constitute 50% of the total XP needed to hit the level cap.\n\nThat's completely bonkers.\n\nI get having the first few levels go by super quick to unlock the basics, but if the xp curve is this steep in the last few levels they need to make some adnustments.",
"replies": [
{
"body": "It’s also boss HP. They give you 10 minutes to take down something with like 500,000 HP..? It’s not remotely reasonable.\n\nSo much of the game’s combat makes absolutely no sense. Unless you tweak the settings it’s way too difficult to be fun because of how simple the combat is. No cover, no blocking of attacks or parrying, just you and your simple little dodges. \n\nLate game bosses are outlandish damage sponges. The game would be damn near unplayable without being able to change the damage settings.",
"replies": [
{
"body": "With the most favorable settings you can take down a 500,000 HP boss with a rocket launcher at level 50 in 3 minutes, no pals. There's room to play with the settings to make it more fun and balanced. That's just how the game is designed. It's as easy, balanced or unfair as you tell it to be.",
"replies": [
{
"body": "A game that requires you to change its settings to feel fair and good is badly designed though. \n\n\nThe base rates should feel fair and fun, giving the baility to make it easier or harder on yourself."
}
]
}
]
},
{
"body": "This doesn’t really account for how pal catching exp goes up as your level goes up"
},
{
"body": "Yea but that means nothing though because XP gained also ramps nearly as fast. It'd be more meaningful if it was measured in terms of catches/level. I'd be interested to see a stat like that.",
"replies": [
{
"body": "the progression curve for the bonus capture xp is far smoother. there was a post when the game was relatively fresh that went deep into those numbers. let me see if I can find it again",
"replies": [
{
"body": "Yeah the capture bonus increases by like 5% each level up, while the XP required jumps up by like 20%. It's a losing numbers game, the further you go the longer it takes. And not only a little bit."
}
]
}
]
},
{
"body": ">a corollary brought up in a recent post: \n> \n>level 45 is half way to level 50 in terms of XP.\n\nHi that was me. Yes. And i'm scared how much XP creep we'll get if they further increase the cap. I am level 52 now. And i played over 20 hours of additional time since the update. Leveling does not feel good anymore."
},
{}
]
},
{
"body": "I agree with your points being the sudden Spike in difficulty, and raids being a mess. I dont mind having a harder difficulty because the New Island is imo easy enough if you take it slowly instead of more or less being able to rush through like in the rest of the game. \n\nI really enjoyed the raid bosses in ark. They seemed to be balanced well enough and i think to remember them being Hard but not in a bad, messy way.\n\nThe oil rig seems to be fine except the high range death Star Lasers, which i think are awkward. Also the way it has to be Cheesed to be able to really farm the oil rig doesnt sit right with me."
},
{
"body": "I got bored of palworld endgame and only play to explore and have fun now.\n\nImo palworld doesn't have \"difficult\" content it's not a hard game mechanically at all- it's not sekiro.\n\nit just has really grindy content currently - Ivs , passives, breeding - it's just a time sink to get you past bosses just stat checking you.\n\nGame is a lot more fun imo ,if you get off the pointless breeding treadmill - as the payoff isn't worth the grinding."
},
{
"body": "You don’t even need to cheese the oil rig. I cleared it using only guns. It late level content, people under 50 shouldn’t even be trying it.",
"replies": [
{
"body": "My legendary pals get 3 shot by a guy with a shotgun. \n\n\nOn level 52 \n\n\nWhy are there humans that are as a single one stronger than a legendary pal that took me and 3 pals to take down and capture?"
}
]
},
{
"body": "I absolutely love the difficulty of the game, especially raids and hard mode tower bosses! It feels rewarding to finally beat said content!\n\nHowever, I feel the barrier to entry is far too demanding that if you're not using precise meta builds, you're putting yourself at such a severe disadvantage, you might as well not even participate in the content. \n\nHow they can fix this without upsetting the other portion of players I don't know. It would be a waste to have spent all my time for nothing with breeding then.",
"replies": [
{
"body": "Have a classic difficulty setting for hardcore players, and balance the others."
}
]
},
{
"body": "I feel like the difficulty wouldn’t be so much of a problem if getting poweful end game gear, like legendary schematics, and pals, good passives, wasn’t completely left to chance. At least with condensing it’s just time consuming but still possible. Getting gobfins was easy as pie and just spam breeding is easy to get lots of jetdragons. But getting the right passives? Total luck if those ever come about.",
"replies": [
{
"body": "> I feel like the difficulty wouldn’t be so much of a problem if getting poweful end game gear, like legendary schematics, and pals, good passives, wasn’t completely left to chance. \n\nWith the new added passives in Sakurajima (Serenity and Eternal Flame), I've been rebreeding Pals, and the breeding grind is so bad that I've reached the point of taking a break from the game. Just reducing some of the RNG involved around passives and IVs would be huge. \n\nWith that said, I think the breeding \"perfect\" pals grind really highlights some of the issues with the endgame balance. \n\nHere's what I would consider to be the current endgame activities: dungeons, high level alpha pals, legendary pals, tower bosses, raid, and the oil rig. \n\nDungeons and the alpha pals: Breeding is not really necessary. Dungeons can be simply speedrun through with a fast mount, and the alpha pals can be defeated easily enough with a high level captured pal with the right type. \n\nLegenday pals: Breeding is very helpful, but not necessary, especially if you can capture the legendaries to use against themselves/each other. \n\nTower bosses: Breeding is pretty necessary, especially for the last few. \n\nRaids: Breeding is absolutely essential, and you HAVE to breed 20+ pals for Bellanoir Libero and Blazamut Ryu. \n\nOil Rig: For some reason, the oil rig seems designed to discourage pal usage. So, you can (and probably should) breed 4 4-star gobfins to use, but that's it. \n\nIt's very odd to me that the endgame activities range from \"use anything\" to \"you HAVE to breed a huge amount of perfect pals to succeed\" to \"don't bother even using pals since the turrets will just kill them.\" The balance is just all over the place."
}
]
},
{
"body": "I can easily clear oil rig with a normal missile launcher. It has massive area of effect and ignores walls, just shoot in general direction of enemies. It kills most enemies in 1-2 hits, with only exception for cleansers (ones with flamers, they have insane amount of HP). But with other weapons or with more pal focused build... Yeah, that is a problem.\n\nRaids... Not as much hard as extremely grindy to prepare.\n\nMy personal issues - early game feels the best, but xp curve is set to give you way too much experience. Getting to level 20 should take at least 10 times as much time. But if you set less xp gained, you will eventually hit a wall when you no longer get catch bonus, also your pals will lag behind a lot.\n\nDodge-based combat is at odds with slow mid-game weapons - you just don't have time between enemy attacks to play all musket reload animation, and your character is quite squishy. Especially with DoTs - catching fire can easily kill you, since it apparently ignores armor. Also, a lot of attacks are not telegraphed well enough, and flashy animations can hide next attack."
},
{
"body": "I like how people keep pretending people need perfecrly minmaxed setups for raids when people have speedrunning ultra versions down to what, around 2 minutes?\n\nPeople gotta learn that most high CT skills are trash and that you feed your pals to 100% hunger before summoning a raidboss and raids wouldnt be half as hard as they are perceived.",
"replies": [
{
"body": "> People gotta learn that most high CT skills are trash\n\nTo be fair, actually finding this out by testing oneself is pretty hard to do, and is counterintuitive in the first place. Most of my knowledge comes from people saying stuff like “Lightning streak and seed mine are bugged to do obscene damage because X.” Rather than being in a position to see it myself.",
"replies": [
{
"body": "Lightning Streak I figured out myself by simply using an Electric Pal and seeing the damage Streak did vs the damage Lightning Strike did when unlocking it. Seed Mine I only learned about through the internet.\n\nBut even internet is wrong constantly. People keep saying Rocket Launcher does more damage than Assault rifle for example, which is wrong."
}
]
},
{
"body": "[deleted]",
"replies": [
{
"body": "> even the bella was if you werent a \"cheese\" or dark soul kind of player\n\n- Get assault rifle \n- Dont even need Gobfins or attack pendants \n- Shoot her in face and dodge nothing \n- Use Felbat or high Quality Life Regen medicine and outheal all damage you receive with 0 skill required",
"replies": [
{
"body": "[deleted]",
"replies": [
{
"body": "And what is this according to you then? \n\nhttps://www.reddit.com/r/Palworld/comments/1cf1xc2/solo_bellanoir_libero_ultra_no_gobfins_no_exploits/",
"replies": [
{
"body": "That’s 2,340 Bellanoir Liberos taking 100% of the aggro.",
"replies": [
{
"body": "Bellanoir Libero has a HP and ATK stat of 100. Meaning I could easily replace them with way tankier pals to take the aggro.\n\nMy point that you can facetank and heal back up from raidboss remains factual.\n\nAlso its 20 from what was upped to a possible 50 nowadays.",
"replies": [
{
"body": "This was your first post on this topic:\n\n>I like how people keep pretending people need perfecrly minmaxed setups for raids when people have speedrunning ultra versions down to what, around 2 minutes?\n\nEven if you don't use Bellanoir Libero, you still need to spend 100s of hours breeding 20 different 4 star pals with the correct passives (you used Burly Body, Siren of the Void, Musclehead, and Ferocious). That IS perfect minmaxing.\n\n>My point that you can facetank and heal back up from raidboss remains factual.\n\nNobody is denying that it's possible to do the raids. The issue is that the time investment required is way out of line, especially compared to every other bit of content in the game. Your own example just further proves that point."
}
]
}
]
}
]
},
{
"body": "if you change the damage setting to deal more damage to pals and take less damage from pals it easier to do"
}
]
}
]
}
]
},
{
"body": "That is also an AI problem that you have to feed base pals manually.",
"replies": [
{
"body": "Yes. AI and balance problem actually. As fixing the AI to eat themselves to 90%+ would also devalue high tier foods. Which could be fixed by making the time it takes to eat low quality food longer than high quality foods."
}
]
},
{
"body": "[deleted]",
"replies": [
{
"body": "No, but they certainly do less when they are hungry"
},
{
"body": "Using attacks drains your pal's hunger, and the \"Hungry\" debuff they get if the meter drops too low applies stat debuffs. \"Starving\" makes the debuffs worse. I think it's something like 30% and 50% drops, not sure if its affects defense or speed but definitely affects attack."
},
{
"body": "They get significant debuffs at 50% and 25% hunger meter and their hunger decays when they regen health from taking damage. Meaning fighting a raidboss with pals fed to 100% both makes them last longer and do more damage."
}
]
}
]
},
{
"body": "I enjoy hard content that is well thought out and fun - to your point, the mechanics are janky and having a full team of loaded Jetragons to fight Bellinoir isn’t fun. The oil rig is messy too. The npcs just pour out endlessly and don’t have the best AI. And is it me, or do your pals feel weaker in general since the new update? I’m all for tougher content, but I think they are a little ways from having the game in a state where this endgame content is best utilized."
},
{
"body": "I agree tbh\n\nNeeding to minmax for any content feels lame"
},
{
"body": "I agree with all of this.\n\nI invested a massive amount of time into a 4-star, perfect IV, great passives, pal-souled, max level Bellanoir. She got 2-shotted on the oil rig. \n\nI myself, with max level armor, two 4-star Vanguard/Stronghold Gobfins, and a legendary AR can’t take on more than one guy on the oil rig. \n\nThat is either way over-tuned, or I’m just not willing to do the elixir grind for myself. \n\nIt just feels Real Bad for “Palworld” to have content where your pals are utterly useless if they aren’t just the Gobfins chilling in your party.",
"replies": [
{
"body": "What difficulty are you playing on?\n\nI play on Hard difficulty damage wise (0.5x player damage) with no Gobfin and a legendary AR, and definitely can deal with oil rig enemies with no problem. A basic grenade launcher takes down enemies in 2-3 shots, and a rocket launcher 1HKO them. Only the minigun guy takes 2 rocket shots, but they are rare and are meant to be major threats to everyone anyway.",
"replies": [
{
"body": "I have my settings on full “carebear.” I honestly don’t understand why those guys wreck me and my pals out so badly."
}
]
},
{
"body": "> It just feels Real Bad for “Palworld” to have content where your pals are utterly useless if they aren’t just the Gobfins chilling in your party.\n\n100% agreed. It's unfortunate, too, since the oil rig is probably the best balanced of the end game content. It's not a complete walk in the park like dungeons, but it's still doable without literally 100s of hours of prep time like raids. It just feels really dumb that it seems to be designed to discourage using pals."
}
]
},
{
"body": "100%. The game shines in taking, combining, and adding onto existing frameworks from previous games like Lego Fortnight, Minecraft, Terraria, and obviously Pokemon. The UI is incredible and the freedoms of what you can do versus what you can't do in Pokemon are amazing. But some aspects, like the tech tree and base building are very wonky and doesn't feel carefully thought out, and balancing is extremely bizarre. You really do just shoot up to level 30, crawl to 40, and then whatever is slower than crawling to 50.\n\n\nNow it's in early access and they can iron these things out, but I hope they do."
},
{
"body": "The problem as well is the absolute rubber banding. I can not for the love of life climb in this game. As soon as i climb i get reset, rubberbanded 40 meters down.\n\nRolling is a 50/50 if the roll is detected or if i still take damage, sometimes i just rubberband back where i was.\n\nWeapons as well - weapons especially in lategame have a power of 650 (legendary pistol) - yet they deal 50 dmg per hit to pals on your level. The amount of cost for ammunition vastly outscales any viability to use weapons at all. And the durability is so low too.\n\n***\n\nThe entire game is **far** too grindy right now, there is no reason for this. This is **not** a competitive online only game, for a fact PVP isn't even really in the game right now.\n\nLike i am fine with breeding combos, breeding for passives. But the time... i already put egg hatch timer to 5 minutes because it takes absolutely ages if you want even one pal with good passives. The cake requirement too, cake takes ages to cook, needs so many ressources - for something that is a required gamedesign choice to beat later raid bosses?\n\nNo this is not \"I want everything NOW and without work.\"\n\nIt's a \"i have played over 150 hours and haven't even caught all pals due to how long it takes to reach level 55 / craft higher tier palspheres\" 150 hours should be MORE than enough to finish a game - heck it took me 250 hours to 100% breath of the wild, and i'm not even close to half way done with palworld, this feels bad. IVs too, you have like 1% chances of getting good IVs with good passives after breeding multiple real life days of time. For one Pal. There is so much that needs balancing, sometimes fun should be the priority instead of playtime generation."
},
{
"body": "Wow this game went from “you can beat all content with random pals” to “it’s too hard!” In one expansion, huh?"
},
{
"body": "I agree, and i hate difficult games, and i couldn’t even get past the last tower, but look. Outside of the cutesy looking pals, there’s nothing about this game that would suggest that it’s easy. If the pals were horror themed with more realistic graphics, then I think people might have an easier time reconciling the difficulty. I also think that hey, if you wanna play an “easy” monster catching game, there’s always pokemon - which this game is not. Outside of the pals and “spheres”, I think this game goes out of its way to showcase that it’s not the same as pokemon, including the difficulty. \n\nAll that said I really do agree with you, and I hate the fact that I have to sink 20+ hours in JUST breeding in order to have a CHANCE at beating the upper tier bosses.\n\nI think this all stems from the fact that pals do not evolve, and the developers want the pals you catch on day 1 to be able to become strong enough to use in late game. Because of this, they implemented the “souls” and the condensing system - but I hate being *forced* to use this system in order to beat the game. Maybe I got too used to pokemon’s system of “catch a pokemon, use it in battle, and it will be strong enough to beat the game” play style, but this bothers me about palworld.\n\nWhile i’m on this rant i’ll just also throw in that i’ve noticed a trend with a lot of these early access games that release v.01 will have 95% of the beginning of the game figured out, and every subsequent release will just add more and more levels that you progress through after that point. I wish developers would release a rough draft of the ENTIRE GAME at launch, with a lot of content missing, and then later add in more things that enhance all parts of the game. Like for example, instead of adding in the oil rig which is supposed to be reached AFTER you beat everything that is already released, i’d prefer the oil rig be half baked for launch, and then for the next update they can add additional islands for early game etc. \n\nIt’s the day before 4th of july i have nothing better to do at work rn…."
},
{
"body": "I think this is legit feedback that if more concise, could be sent to the devs. \n\nI think the early and mid game go by very quickly, my pals usually arent my level, and breeding seems to be the only way to advance. I still fall out of the map and glitch, so high stakes content becomes a complete gamble for me. (On steam and xbox)\n\nI started a new world with the lowest possible exp rate. Made for a much better experience until the mid 20s. All I did was turn the exp rate up from .1 to like .3 then. Changing the settings around seems to be the best way to play, as the standard play modes all seem off to me."
},
{
"body": "See I fall on the opposite end of this thinking. While yes jank + difficulty is a bit of a turn off, I think it's good to have really hard content in a game that people could work towards. If the raids, rig, and legendary pals were all easy there would be no point to play the game. I do agree leveling becomes too fast and then almost too slow, and I think things can be balanced and tweaked here and there, I want hard content to work for. \n\nMaybe as someone who has played games like Ark on official, where me and my buddies spent weeks breeding and grinding to beat the boss on the new map on its easiest difficulty, I come from a different view point. But I think it's okay to have really hard content as a goal. I don't want or need it all handed to me. Just fix a bit of the jank and I think the content is fine where it's at.",
"replies": [
{
"body": "I could agree with raids and legendaries since they're largely optional, but isn't the oil rig necessary for the production of new things? If that's off balance, it's not good.\n\n(I haven't dived back in since the new update, yet)",
"replies": [
{
"body": "Well that's the thing, I do agree oil production is painfully slow and something should be changed with it, but I wouldn't say the rig is needed. I have gotten epic and legendary bps for the new gear out of supply drops. And while slow, oil can be gotten with oil pumps. Ive had a server running for a little over a week with some friends, and other then egg hatching times we have changed 0 things. And we are at the point already where all their is left to do is breed perfect lines for harder content and I am like 2 caps away from 55. I still think the game overall is too easy. Official servers are different sure, but I feel most do not play official. Sorry for the long block of text though lol.",
"replies": [
{
"body": "Oh I see I didn't realize there were multiple methods of oil extraction. That changes my opinion then."
}
]
},
{
"body": "the oil extractors are about 36 oil per extractor a hour while the oil rig is 50-150 (plus drops from enemy drops and the chests) and resets every 32 rl mins give or take. depending on your method you can clear the rig in 5+ mins (i havent timed my self but i saw i YT video on someone doing a full clear of all chests in 5mins). so if youre on the 3 oil spot it would give roughly 108 oil an hour. its not bad but that is still slow."
}
]
}
]
},
{
"body": "Currently making a new set of items because everything of value is on my corpse back at that rig. If they just didn't have those lasers...Seriously, what was the idea behind making the new content difficult and unpleasant to access?",
"replies": [
{
"body": "Lasers are easy. Use jetragon and just race towards the rig. As soon as you hear the first laser boot up, starting flying up while still beaming towards them. The lasers will all miss and youll be high enough you can drop in on the unclimbable tower. Land on that tower, homing missile the guy standing on the top as you drop in, land, grab the chest, then turn around and start raining hellfire into the sky w the homing rockets. Shooting them mostly straight up will cause them to act like javelins and just destroy 70% of the enemies on the map",
"replies": [
{
"body": "You could do that. But if that feels too cheesy, just take a water pal and grapple up. I also died on the rig my first time there, but after getting my old pal metal armor and further grapple gun and chute, I just sprinted back to my gear. It's only intense if you sit out in the open, and if you can't play without power fantasy sure it sucks, but I actually enjoyed running for cover like an idiot and then shooting from cover like a wacky James Bond game."
}
]
},
{
"body": "I mean to me it was a pretty clear way of saying y'all getting too comfortable and privileged flying around every fast AF skipping shit. It added a reason to have swimming pal mounts and punished people for just rushing in. It was pretty reasonable to me? I tried twice went, damn. Saw there was ramps in the water and went oh I'm supposed to swim I bet."
}
]
},
{
"body": "I wish more \"we;re a new MMO\" games actually paid attention to the MMO scene... Mechanic's for difficult content vs unfair punishing enemies is the better way to go."
},
{
"body": "Breeding could be fixed by adding different types of cake. For example: strawberry cake makes it more likely for the egg to have the stats of the male parent, cherry cake blocks inheritance of negative passive skills from the female parent, chocolate cake increases the chance of getting attacks from the parents etc. etc. I've only bread one maxedish pal so far with Dark Whisp from a captured Victor. It was annoying, but not too bad if I wasn't going for Dark Whisp.\n\nAs far as raid battles go, Bellanoir normal is easy, Bellanoir Libero is an unreadable clusterfuck with beams and particles everywhere, but I almost took it down once by spamming Menasting Terra, Knocklem, Jetdragons etc. You can cycle your pals at the palbox once they are knocked out."
},
{
"body": "I had 4 bases set up to be well oiled machines and had to gut one just to try the boss and I'm glad I did because it fucked up all my pals (all 55, base and party) and tore through the walls I set up like nothing. I think it would be cool if you could have like 4 dedicated bases and maybe build an arena somewhere specifically for the raids. It just feels reductive sacrificing a base just for an attempt after so much time is put in\n\nMind you I spent a considerable amount of time just getting max level pals specifically for the raid hoping that would be enough. I'll be honest, I don't really want to collect pal souls and go super hard on the breeding because it's just not fun for me. The stat potions/gear improvements are great because they're for the player character and it's something fun to work towards but doing the grind for all base pals and party pals? That's just a lot, more than I can commit to"
},
{
"body": "Very much agree. The game does need some kind of somewhat difficult end goals or there would be no satisfaction in getting stronger, but it could use a rework. At the moment the early-midgame is super fun but flies by too fast on the level curve, and then the endgame is super grindy and tedious."
},
{
"body": "I agree with this completely. And the difference between Bellanoir raid and Blazamut ryu are absolutely insane. As a casual player with 3 different balanced teams with good passives and stars, I still stood no chance against it. \n\nI love the palworld jank and silly stuff. But the raids are turning into massively overtuned. Or maybe they should be tuned down according to how many people are fighting it. But there is certainly a major problem here to be addressed before it can be truly enjoyable."
},
{
"body": "I agree with everyone saying it’s early access. I hate early access games because they’re usually pump and dump, so all credit to the developers for continuing to work on the game.\n\nI think this game is in a weird spot. Sure, changing the settings can make the game a walk in the park, but also the developers keep moving the bar back and forth. Before the latest update the “game” was super easy. You didn’t even have to leave the base once you hit about level 35, but then the bosses were ramped up to be almost impossible without breeding the perfect pals.\n\nHopefully in the final retail version there will just be standardized game settings. Make an easy mode where you can live in your base and AFK your way to max level and a hard mode that’s more grindy and challenging that doesn’t hand feed you everything."
},
{
"body": "I'll say that some of the content needs to be refined, but your whole \"I don't feel like very difficult content belongs in Palworld\" thing is just you not wanting to draw a line between what you personally dislike and what fits in the game. \nIt's fine to just dislike things, you can put that & honestly you'd come off less whiny if you did."
},
{
"body": "I think it's important to have end game content that feels challenging and rewarding to acquire. Not something you can just walk up to and defeat without planning. \n \nThat being said I think the early levels could be a bit slower to level and they could add more mid tier raids. I think a raid boss for every 5 or 10 levels would be neat. That being said if the end game content was any easier I would've finished it and dropped the game 20 hours ago.",
"replies": [
{
"body": "Challenge and reward are great, needing to prepare is likewise very good. But by \"prepare\" one should mean crafting the weapons and armor available to your level, stocking up on ammo, having a team that's at the appropriate level, and not attempting something way beyond your level. It should *not* require that you have the legendary versions of all equipment, nor that all your pals are 4 stars and max souls, nor that you have a team of all one specific species of pal all with a specific skill that has been specifically chosen to deal with the challenge you are facing.\n\nAnd by \"challenge\" one should mean that you need to put in some effort, have some skill, and pay attention. It should not mean that you need to spend ten minutes doing something completely unfun over and over again to slowly whittle down the enemy.\n\nAnd by \"rewarding\" one should mean that you both have *fun*, and that you earn some tangible benefit in the game that is commensurate with the amount of effort and resources put into it. It should not mean that you grind through a ton of unfun chaos just to earn one or two of a special new resource that you still need *more* of to actually use, and the things you use it on are just basic QOL stuff.\n\nThere is a *huge* difference between preparing for a cool boss fight, taking it down with skill and cunning, and receiving a cool reward... and what many late game Palworld \"challenges\" entail: Massively over prepping and overoptimizing, spending absurd amount of resources (rockets and other ammo), grinding away at a health bar for ten minutes, then receiving a tiny amount of something that isn't useful on its own and a small fraction of a chance at getting the schematics to make something that you will still need to spend a ton of resources to actually make."
}
]
},
{
"body": "If it’s too hard you can just change the game setting so as an example you do 5x damage",
"replies": [
{
"body": "[deleted]",
"replies": [
{
"body": "I had to do this in Skyrim. Play on hardest game mode until “Oh theres a top tier dragon that will insta kill me, gotta put it on easy real quick”. Total imbalance issue imo.",
"replies": [
{
"body": "I don't do that. Resist the urge to wuss out!",
"replies": [
{
"body": "But I’m a filthy casual! ![gif](emote|free_emotes_pack|sob)",
"replies": [
{
"body": "Embrace the deaths, they make you stronger by making you not want to die anymore! "
}
]
}
]
}
]
},
{
"body": "I don't do that. I only boost the spawn numbers of pals for when I go Trait hunting."
}
]
}
]
},
{
"body": "I don't mind the Normal Tower bosses, Oil Rig and tougher Pals in the new area, those for me at least are fine. \n\nThe raids however, just doesn't feel all that fun.\n\nDoing the normal one seemed fine, exactly the kind of craziness Palworld should be, but it was the ultra version that was absolutely no fun.\n\nBack when it launched, it took a few days of prep and failure, and once I finally beat it, the only feeling I had was that i probably was never gonna do any of these Ultra ones again, especially since the reward was nothing more than a Crown..with worse stats. \n\nI haven't tried the Tower Boss hard mode yet, so we'll see how that turns out."
},
{
"body": "Honestly, I think the Oil Rig should be like how dungeons are. You find a boat, and you can sail out to a new area where the oil rig is."
},
{
"body": "Its hard discussing difficulty unless you specify your world settings. I play on default settings. I agree, raids are weird/too hard. I don't like the gobfin+mount meta. I don't find the new island too difficult at all, though. I definitely don't share your struggles there. And I rely on my pals for dps more than a gun. On breeding, I think its a perfect amount of grindiness, I wouldn't change it at all. Just my 2c",
"replies": [
{
"body": "Breeding should definitely be tweaked. The randomness of skills being passed down only adds time to what should have been a simple system like every other game that has it. The only skills that can be passed down are the ones you see on the breeding pair. \n With the way things are, you're better off catching a blank breeding pair, and constantly replace one when you get a skill you want. Trying to breed a bunch of different pals into a single unit takes way to long and is way to random."
}
]
},
{
"body": "Tbh I make my settings where I do 5x damage to pals and I take .1x damage. So it’s made everything easy for me. But I get what you’re saying"
},
{
"body": "I absolutely hate raids in their current state and don’t find the ‘throw an army of pals at the boss’ to be engaging at all.\n\n\nThe most fun I’ve had with them was turning player damage up to 5x and taking them on with just my party but even then it was a slog.\n\n\nOil rig is great though - it’s a challenge starting out but it’s not overly frustrating."
},
{
"body": "I feel like they can do more options down the line to let players fine tune their own experience. I've never liked raids they always been just super amped up number games, and I like a natrual paced grind, not a constant slog of grinding, so I think more options would be a good way to go, just let people dictate the rules maybe add some more ways to upgrade player and pals ingame."
},
{
"body": "I agree 💯"
},
{
"body": "I agree that the game is far too janky, especially on Xbox S (which sadly I am on). I wish they would just fix the issues...but apparently that is not a priority"
},
{
"body": "I hate raids. Their just not that fun. I mean waiting a dozen hours to breed a perfect army of 30 or so pals to beat the boss just isnt fun."
},
{
"body": "I honestly love the difficulty going up. I beat the tower bosses, so next is Hard Mode, after I finish that, I would love an ultra or extreme mode for them.\n\nRaid bosses are interesting, they do require lots of preparation, but it's a nice challenge.\n\nThe oil rig is underwhelming, I expected it to be hard, but it's quite easy instead.....I show up, destroy everything and I get out. I hoped for more of a challenge."
},
{
"body": "I don't disagree that the current gear and tech progression is very end-game focused and I suspect over time, how and when things unlock will be shuffled, but the great thing about Palworld at the moment is the world settings. If something is too hard, taking too long or whatever, just change the world settings, they are there for a reason. I personally think it's important for Developers to have, in their mind, an idea of how a game is meant to be played and how difficult it should be and from that point, they add harder or easier difficulty settings. This way the game remains as close to the vision of the developers as possible, while still being accessible and fun with options to make it harder or easier.\n\nIf you're playing single player, change the world settings to fit your lifestyle and playstyle, install mods if you want to add or remove certain features, do whatever you feel would provide the most fun for yourself. There is certainly a valid argument for raid bosses being relatively one dimensional and they very much give off the \"feeling\" of forcing players to play a certain way even if it is not necessarily the case."
},
{
"body": "On one hand, if I'm going to go through condensing and perfecting my pals id want something to do with them that isn't a cakewalk. On the other hand, the enemy ai sucks so much that this is a hard ask ."
},
{
"body": "I like how challenging it has become. So I get frustrated, quit and go outside."
},
{
"body": "This game server is highly customizable already so if you prefer a REAL CHILL play style its completely possible despite what ever content they are adding to the game."
},
{
"body": "The good thing is you can always scale the settings in world gen. Pal needs buff? You can buff it. Player too strong? You can nerf player damage.\nThe difficult contents are for the players that optimised their playthrough. \n\n\nThat said I hope they will add something that buff pal combat viability in the late game, instead of goblins for players."
},
{
"body": "Oh boy do I have news for you, there are settings in the game to make it manageable for people like you. Such as player damage."
},
{
"body": "The game is still early access. Make your opinions known and if they are popular enough maybe someone will be listening…"
},
{
"body": "I appreciate the ability to modify the difficulty in different ways. There are ways to enjoy endgame content at any difficulty level and through different modifications.\nI have different games running solo on my PC for different game styles. My husband and I prefer to multi-player with immediate egg hatching, low stamina use and high mat drops. As long as you have the option to play how you want, difficulty isn't an issue in my opinion."
},
{
"body": "I will say as far as the new island goes I don't feel the same. My pals as soon as they were like 50-52 slapped the shit out of anything on that island even shinys.\n\nI will agree with raids tho. Raids are super annoying you have to dedicate a whole base to because no one wants to rebuild hours of work ever just for a chance at a kill. And you're right you literally need a dozen really invest pals and to swap out since you can't see shit or hit the boss 40% of the time. \n\nI like harder content I just wish it was more polished. Something like a raid boss that was built more like a tower. Where you put the slab in at the door and it allows you entrance into the tower would be much better imo. Not sure how to work out additional pals but I'm sure something could be done. Maybe a box and it gives you 45 seconds to place 5 or 10 down. Then locks you in combat once it begins.\n\nThe oil rig in my opinion is really cool tho. It's hard the first few times. But as you learn and gear it really becomes just an hourly mission that you can casually do but still need to keep some level of focus. The biggest wall is overuse of pals. I solely use them to distract aggro for maybe 5 seconds tops in a pack of 2 or 3 while I whittle one down. Another game changer was farming the schematics from old bosses. Getting the legendary pump shotgun and a green rocket launcher VASTLY improved my success in the oil rig. \n\nAll in all I think hard content is welcome. And I think the best approach is something they did this patch where you can get some high level stuff by hard content. But ultimately you can just wait for oil. Run dungeons for schematics. Or farm coins for IV fruits. The biggest downfall in palworld hard content is raids."
},
{
"body": "Honestly it’s probably best to make content harder for the long term, A game like this will either heavily resource gate items, or will become easier when options are added over time, while new harder content is added at the end"
},
{
"body": "I play hard settings with 3x spawn rate and I activated friendly fire so I have to be aware of my pals attacks as well as enemies . I love it!"
},
{
"body": "I beat all tower bosses on hard mode, and by the last few battles I had maxed Pals that I ended up abandoning because they just couldn't keep up with player DPS. Even mounted they die in one two hits by the boss and it's hard mode goonies.\n\nEdit: The difficulty I enjoyed but the fact that maxed out Pals become nearly useless in hard mode, makes me feel like I must be missing something."
},
{
"body": "Maybe it needs a difficulty setting. I agree the end game is really difficult, especially without maxed out gear and pals"
},
{
"body": "Idk to me it sounds like you just want it to be a full game already, the game isn’t finished. It has to go through the phases of having janky mechanics for us to end up with a masterpiece, once the story mode is finished I’m sure that we will have a reason for the raids and whatever else gets added. Rn we have a bunch of ideas with no context. Enjoy the ride and make up your own story line. I pretend that the merchant I caught was a beloved member of the settlement so they keep sending rescue parties. Each time I win, they save up for a better quality band of mercenaries"
},
{
"body": "You may wish to double-check your world settings. When the update hit, it changed things by mistake (probably had to do with my controller, I'll admit) but it made damage taken be at 4x. You should not be getting two-shot at level 55. Knocklem's boomerang is the only thing that I can think of that can humble my Jetdragon in that ballpark. And my Astegon (bred to fight Bella) got steamrollered by ying-yang centaurs the other day in a shocking upset, so they probably just overbuffed the bosses.\n\nSo yeah, make sure your settings are unmolested first! The rest of Saduka Majuka isn't that hard, it's how entering a new island should be. You gotta run from things again. I still remember fighting my first Mossanda at level 17 while trying to explore for more fast travel research points. Fighting level 53s at level 50 is supposed to be dodgy and dangerous!\n\nI'd love settings to make breeding easier, for sure. It's arcane enough as it is."
},
{
"body": " Late game is interesting having some diff but lets get some content to make old players cameback and try a fresh start"
},
{
"body": "The only things that bother me is the (later) tower and raid bosses, like you said so much grinding just to get the new pal.\n\nI don't know if it's just me but when you get to fighting the legendary pals, they tank SO much damage. I have the best stuff in the game and yet it barely makes a dent in them. However when it comes to normal fights everything can die instantly with a couple shots. The legendaries and bosses must have 80% resistance to the player or something. While obviously the whole point is to rely on pals, I'd rather not SOLELY rely on them, especially since they can faint and that leaves me alone."
},
{
"body": "I will say the part I agree with is Pal defences, not the bosses, I don't mind them being tough, but our pals feeling like tissue paper in the later content, I feel like we need a way to buff their defence more as passives don't seem to cut it.\n\nWatching my lvl50 xenoguard get 3 shot by lvl48 samurai guys (human) in a dungeon felt like shit\n\nAnd yes I'd love to play the game like palworld not a shooter, so I'd love to (even if it's hard and takes time to breed/build the perfect pals for it) take a team of pals to the oil rig and use them for combat too, but atm it's not happening"
},
{
"body": "I wholeheartedly agree. I'm not saying palworld should be EASY but the hard content has no real reason to be here in a game I'm not realistically able to play with friends all the time on. Especially content like raid bosses that you have to do **repeatedly** because of how breeding works.\n\nAlso 100% agree on the breeding and condensing thing. It's infuriating to have a pal with all 4 traits needed, and can't guarantee ANY of them passing down by any means. If two pals share a trait, they should pass down that trait 100% of the time, and \"random mutations\" need to be much rarer.\n\nAlso, raid bosses are awful for those with weaker PCs. you need so many powerful pals out with high poly counts all using attack animations."
},
{
"body": "100% Palworld is a casual game like Pokémon the difficulty setting on some things is simply ridiculous. \n\nI jumped back on the new update and was quickly turned off by how difficult some of these new pals were to capture even with a legendary ball one or two hits and I’m dead a level 50 pal. Don’t even get me started on the oil rig. I had to go to YouTube to even figure out how to get on the rig without getting blasted by the laser beams. \n\nThe pals being hard to capture isn’t too big of a deal but the oil rig and boss battle are simply wrong. We play to have fun and build a world of pals it should be easier and let us enjoy our world. A setting for higher difficulty should be available for those who want a challenge but an easier mode should be available as well that’s easier then the current one. I simply stopped playing the new update after an hour. Mind you I have wasted weeks of my into this game. I’m not a fan of the new direction it’s going.\n\nAt the end of the day Palworld is extremely popular because it’s filling a hole that people have wanted from Pokémon. In many ways it’s Pokémon but those players are casual players we don’t want to grind doing useless and not fun things like condensing pals just to make them stronger etc. they are really dropping the ball with the direction they are going catering to the wrong audience."
},
{
"body": "I think this is legit feedback that if more concise, could be sent to the devs. \n\nI think the early and mid game go by very quickly, my pals usually arent my level, and breeding seems to be the only way to advance. I still fall out of the map and glitch, so high stakes content becomes a complete gamble for me. (On steam and xbox)\n\nI started a new world with the lowest possible exp rate. Made for a much better experience until the mid 20s. All I did was turn the exp rate up from .1 to like .3 then. Changing the settings around seems to be the best way to play, as the standard play modes all seem off to me.",
"replies": [
{
"body": "> started a new world with the lowest possible exp rate. Made for a much better experience until the mid 20s. All I did was turn the exp rate up from .1 to like .3 then. Changing the settings around seems to be the best way to play, as the standard play modes all seem off to me.\n\nIt has problems though. First, your pals would lag behind, even if you caught overleveled ones. Something with the multiplier doesn't work well for them. Second, you only get significant xp from catching first 12 of each pal. Once you got whole palpedia complete, you are stuck."
}
]
},
{
"body": "Wana hear my popular opinion? They should fix xbox connectivity/crashing issues. :3"
},
{
"body": "Ramp everything up then? Higher the damage you do, lower the damage they do.. increase drops and or use cheats/mods to make the game more to your liking.. they have literally made this game as easy or difficult as any player wants it to be. I don't see why this post is here."
},
{
"body": "As a gamer, I think the difficulty is pretty good. It’s not to hard and doable with pretty low time investment. Imo if it’s to hard you can just turn down the settings"
},
{
"body": "That's not really the case, Palworld is different in that, the devs are smarter than most. I'm even looking at you, Larian Studios, your custom difficulty is barely functional. Palworld has a comprehensive custom game mode. You can literally set the game from anything from, you obliterate everything like a god, to, holy fuck, a creature 5 levels below me aggroed, I need to run.\n\nMake it your own difficulty, custom is your friend...and you can change anytime before loading a game, it's never locked for good!"
},
{
"body": "There is no significant reward for beating Ultra versions of the bosses, so no reason to complain really. As for your pals dying too fast - you can always change settings for how much damage pals deal or take in save settings. Unless you are playing on a server then you are shooting yourself in a foot lol."
},
{
"body": "You are right, that is an unpopular opinion. Especially considering they give you a literal cheat menu if you find the game too hard. \n\nSome of us like to challenge ourselves. If you don't change the setting or just skip around the starting area picking flowers. Do what you enjoy, don't try to take away what others enjoy."
},
{
"body": "So... Remember that you can change the difficulty to suite what you want at any time.\n\nMake yourself do 5x damage if its too hard.",
"replies": [
{
"body": "Isn't changing this, also make the agents do 5x damage to your pals?"
}
]
},
{
"body": "Endgame content is supposed to be difficult. That's why it's \"endgame\". \n\nYou have plenty of tools at your disposal (breeding, leveling up, getting good IVs) to deal with the difficulty. It's nobody's fault but your own if you choose not to engage with these mechanics."
},
{
"body": "Well...it really depends what PP feels like should be in the game."
},
{
"body": "????? \n\nYou can change the server setting to adjust difficulty like you want. You can even change those setting at any moment during your playthrough for specific content."
},
{
"body": "There is nothing a casual player needs from the oil rig.",
"replies": [
{
"body": "I need legendary schematics, they're quite free. I find the oil rig an easy challenge."
}
]
},
{
"body": "The oil rig is very far from cheesing the AI to succeed, you really do not need much to run it other than decent armour, an epic/legendary AR and plenty of ammo. Yes your Pals die quickly, this is because the player is the best source of damage in the game. It would be uninteresting to play otherwise, sitting there against a tower boss simply waiting for your Pal to die to switch out a new one. You have guns, it is the draw of the game, use them! The oil rig in particular stands out because Pals will die fast to multiple enemies as generally their skills can only hit and thus interrupt the damage of one enemy. There are multiple spots on the oil rig where a well-place rocket can outright kill or at least disable a large group of enemies. The oil rig is a test of the players strength, while raids test the strength of your Pals as they are extremely difficult to handle solo within the time limit (even with gobfins with the right passives, you need a mount with elemental advantage and a lot of ammo). Hard mode tower bosses test both, though the rewards are severely lacking unless you want a fancy hat. I get that challenge can be its own reward and I don't want hard mode bosses to be mandatory, though if they had the chance to drop legendary schematics that are currently exclusive to the oil rig I'd be quite happy to run them."
},
{
"body": "I enjoy the difficulty myself, but there needs to be individual area difficulty settings, if it's going to be like this."
},
{
"body": "Gaming is so far in the fucking mud it’s actually insane. I’d love to smack you up in 17 different ways on quake. \n\nSick to death of people wanting to dumb down gaming. You’ve already succeeded then the borderline only good game to come out in a decade you want easier too. \n\nHow about don’t go to the oil rig? Increase your damage, do whatever other nonsense settings make it easy. \n\nHow about play a f2p game where you can just nullify all skill by buying progress?\n\nImagine this, you go play clash royale and instead of farming crude oil you buy it in a £4.99 bundle.\n\nAnd it isn’t even “very difficult” on normal settings. I’d probably be able to do it with 1 hand on the easiest settings. It’s a skill issue not a game issue."
},
{}
]
}