Orbus VR Dungeon Run 1 - VR Gameplay HTC VIve
Well. This was rough. The dungeon is tuned for a full group of lvl 8s with abilities we don't currently have in game. We also were not fully geared though I don't think it would have made that much of a difference. The abilities seem like they're more important than a full set of 'of the plains' gear.
I think we could have done it if not for all the crashing and disconnects. This is the farthest I got. A quick glimpse of the second(final?) boss.
The first boss was taken down off camera but essentially the gist of it is that Orb Healer/Musketeer is OP and kiting greater than Knight tanking.
Right now the Knight feels just as squishy as the other characters even when fully geared in Plains greens which is the best armor I found in the game atm. I still couldn't stay alive long enough for a heal orb to pop up. More video on that later though.
I'm finding that I really don't like the lock down to only teleport during combat. Specifically when in the higher risk fights where positioning is key. The timer on the teleport expanding is not conducive to staying out of range of instant kill ground targets. I feel like if I were to start running I would get out where as sitting there waiting on the teleport to perfectly align with teleportable terrain and then aim at a specific point outside of the ground target and teleport in time is just frustrating.
Riley! Please! Trackpad movement in combat! It's just a glaring problem in dungeons and doesn't FEEL good.
It also makes it much harder to kite. Currently Kiting seems like the only viable option to beating the bosses.
As far as the dungeon itself. I really liked the look and feel. That first cave was creepy walking into it. It looked and felt like your beginner dungeon. Pretty much a straight line to each boss. No complicated systems. We just need all the tools we're supposed to have to actually get through it.
Things I think should be a focus before next test IMO:
1. Not getting stuck on pebbles. The terrain height dictating where I can teleport instead of just knowing that this ground is valid for me to stand on gets very frustrating.
2. Class Abilities and balance. I still feel the Musketer is generally overpowered but the heals are also too random and the Rangers flick shot is too strong. Mages don't seem to be rewarded well for the extra effort they have to put in to cast spells. Knight's don't have the stats or the tools to tank multiple mobs.
3. Social mechanics for finding groups. If grouping is required, we need tools to form groups. Even if it's a simple FLG flag and search alah FF XI. No need for a full matchmaking system but something that says. I want to group! that someone can sift through and pick the classes they need.
4. Terrain rework because #$%@ getting stuck on pebbles!!! (Kinda really frustrated me this test.)
5. As always, server stability. The crashes and disconnects can kill a group quickly.
There's more but those are my top picks for what I'd like to see fixed before the longer tests.
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