The worst part is that sometimes if you beat them, they'll spin back and try to kill you on a higher level slot AND if they fail again (or if you're already high level) they'll call their guild.
Me and my freind were in the isles, and a voidwalker attacked my friend while i was modifying my mantras. He ran inside to get me, and when the voidwalker saw that he had a friend, he turned around and ran like a dog. I figured that was the end of it, so we went to etris to sell some things. While we were selling, the og voidwalker came back with a friend to jump us. Suprisingly, we won, and gripped them. They then SPUN BACK and LOST AGAIN, at which point the OG voidwalker turned around and ran when he saw his friend die. We then went down to the docks, and the OG voidwalker came back again, and his freind from before came back on his max level alt. We killed the OG voidwalker, but the max level killed us both. Voidwalkers in general seem to take personal offense to getting killed, despite the fact that they started the fight, often times spinning back on max level alts just for cool points
As a Voidwalker I would like to say this, that guy was pathetic, I don't care if I lose a bounty, I'll just say ggs and either get my life back or escape the depths like a reasonable normal player. (Same thing for the other way around, ggs then tp back to do another bounty)
deepwokens the more dominant, loud community is mainly made out of rogue lineage refugees who are looking to relive their glory days, it's not rare to see people like these
@@Sickle2z2 unfortunately you're one of the few reasonable normal players. Majority of the playerbase is just beyond toxic and cannot stand losing a fight, or for some reason cant even stand winning a fight because a lot of people will be a sore winner. Or maybe its just the usual case of a vocal minority being louder than a silent majority
the only mistake in this video is saying 100+ hour player 100 hours is nowhere near enough to be experienced enough at this game to get around all the issues you bring up
im at 1200 hours and for deepwoken standards thats not even absurd playtime. 100 hours is still basically new. no one at 100 hours is consistently defending themselves from voidwalkers nor will they escape every issue he brought up.
@@Champ_7298 man i havent played inna long time and im still so far ahead in hours Truth is dudes at 300 hours still die to npcs its crazy the time investment
i love when voidwalker shows up and not only flashbangs me with mantras but also makes my shitty laptop explode because of all the clutter on the screen
Don't worry Eclipse, Arch takes 4 years to add anything in general, it's coming, just gotta wait your turn, took ages for a simple NPC and seaweed in the Depths to be added Yes I'm aware the game isn't 4 years old yet, I'm still waiting for the doll mask I was promised
@@josevictorribeirolisboa7576 A series of helmest in Dark Souls 1 and 2, such as smough's, the mirror knight's, and and Ivory King, have a neutral face on them. I thought gear with a face on it would be interesting, and arch said he would add it in. This was pre verse 2
@@Geo34 yes its annoying. yes this is a shit game design. yes there is better ways to implement this system. I quit deepwoken because I was getting gripped by 1000+ hour deepwokens in erisia, is it a skill issue? yeah i still dont care shit origin
Still remember when i was new to the game. I instictively learned to instantly log when i see someone with their weapon out near me. Its crazy how unfair it is
depending on your servers ANYONE you see will attack you I play in New Jersey servers which is one of the best pvping regions so basically anytime I see a player, they either attack me or I attack them
@@Hiveatel still a shame that those players lost their passion, gone a fray, too far from what they can remember of the good ol glory days, as the saying goes you don't miss old roblox, you missed having fun
@@HiveatelBecause Eclipse and you are wrong lol. The game is too appeasing to PvE players and lets them get away with shit, thats what people mean when they say the games not hardcore. You PvE players are perma freshies who beg for removal of any PvP
In my opinion would be cool if when a voidwalker come near to you, both are teleported to a "void area" and the first to lose all his hp drop the chest with their items without die
You explained exactly why I am not playing anymore. I managed to get to power 20 just because I am good at escaping the depths because I can pve well, but in terms of pvp, I might as well be a perma freshie. Void walkers are the biggest reason I get sent to the depths. The second biggest reason is people that surprise attack me for no understandable reason. I would love to learn to pvp, but the amount of time that would take for me is too much. I hope they fix this soon. If they don't fix this, I just want to be able to fight monsters without random people killing me while I am busy. (Or at all.)
a simple way to improve is just to get a friend and 1v1 a bunch, not the most fun way ik but still a possible and safe way. i am not meatriding deepwoken btw i think there should be better pvp systems
You dont have 3 attempts a chime a day. After a third loss you are sent to the depths, lose your stuff, and need to waste 10 mins to get back up to the surface and risk wiping due to depths gankers. And the number of depths gankers is way higher due to the game rewarding you with clan points for it. After you get back to the surface, you have one skull. ONE. Wtf??? A smart player will loose twice in a row and just not risk going to the depths, so you only get two matches a day if youre new and have basic intelligence.
entirely unrelated but, press Y with a medium weapon to switch to 2 handed stance. This gives you more posture damage at the cost of not being able to use an offhand weapon (shields, parrying daggers, guns) so generally its a net positive.
@@AugustasDW is for me atleast. Feels like every time I try to play I get attacked by MUCH more experienced players than me, leaving me no time to actually get better at the game.
I played with my boyfriend who is new and he got to power 10 in a couple characters. Its a bit ridiculous now that he, a new player is constantly complaining about them.
I agree so much because I a trash horiable player who takes like at least a 3 or more days to make a build keep on getting killed by voidwalkers with experience and instead of learning I log because I am scared to lose progression and I suck at pvp
If you have a good rep with the Knives they cannot teleport to you on spawn. So that's how to avoid them just do the ship events and help the pirate looking guys (I'm glad I learned this)
It’s very interesting to here opinions about the game from another perspective. I do remember how much nonsense I was given because learning pvp is the worst thing this pvp/pve game is based game. But even if you “become the monk of Deepwoken” and throw yourself in chime endlessly, it takes AGES to improve because of people who already are good at pvp dwell in chime (including endlessly being killed and coming back on the same slot to learn pvp, that is also mind numbing). Most of these issues I would never see because I have become so acquainted with the game that the nonsense I once faced is nothing to me, but a huge issue to people who are at the point where I once stood. Amazing video.
The worst part about voidwalkers is the fact that 90% of the time they team on you or some other guy that isn’t even a voidwalker is just completely allowed to jump in when both of you are low and you BOTH die
The having to nock someone for the void walker quest is a good idea ,but some talents like the dagger talent that makes you autogrip. Might cause someone to still lose a life. That is the only problem I see besides maybe some tp glitches.
i introduced my friend to deepwoken yesterday and TWO voidwalkers jumped us before we even got into a pve encounter and i died saving him, it was a gruesome introduction to the game and luckily we still had fun afterwards but its annoying that my friend barely dipped his toes in the water before having his experience damn near ruined.
Who knew that having an origin that kills people to progress in a PERMADEATH game would be flawed. It's not like the devs saw what Dark Souls has and decided to put that in their game without realizing why Dark Souls has said system.
You know what's the funniest part? Even the classic RPGs, the ones that originated full-loot PvP have dedicated training areas. Just to give you an example, Old School Runescape, the game that has a SIGNIFICANT portion of the map dedicated solely to full-loot PvP with a surprisingly active PvP community with a grind INFINITELY LONGER than Deepwoken has not one, not two, I'd dare say MORE than three ways to learn PvP. Castle Wars, it's a group-based PvP minigame, you take your gear, you fight inside the minigame, you don't lose your gear if you die. Soul Wars, same thing as Castle Wars, different gamemode, different style, still PvP. Last Man Standing, you take control of a character with a set level, with a specific set of gear that is given to you to use in that game that you select, and you fight, other players, in a battle royale mode. And, last but not least the PvP Arena, which works the same way as Last Man Standing except it's 1v1 instead of a battle royale. If a game like OSRS, a technically speaking, almost 30 year old game, a last-century game, can figure out how to teach PvP while at the same time not devaluing full-loot PvP, the Deepwoken devs are just actually a century behind.
@@dominicballinger6536 The full game does need membership, BUT, there's a good few hundred hours of content that you can do completely F2P AND there is a big section of the PvP playerbase that focuses on F2P PvP!
I feel like for chime they could fix the part where you can not really use it as a reliable source for learning pvp by removing skulls for players that are under 900 or 1000 elo
My idea is to just add a 1 hour grace period after you either die or kill one someone voidwalking you. It will just help everyone, Voidwalkers can still serverhop to find bounty's, Both new players and pro players dont have to constantly deal with them, And voidwalker still get to grip and mug people. You just get a free 1 hour of peace and calm (Maybe) Where you dont have to be on high alert all the time and can just grind peacefully.
I wholeheartedly agree with this sentiment as a new player of the game who has gotten screwed by the voidwalker mechanic several times over and lost my best slots multiple times it’s by far one of if not the most flawed mechanics in the entire game
Honestly bro I cried at the 9:01 . Idk why but for some reason I didnt get bored from eclipse's 12 minute yapping for the first time. He actually cooked a masterpiece this time.
the best voidwalker fights are the ones where the voidwalker who is voidwalking you gets voidwalked on by another voidwalker, which creates a 1v1v1 scenario where the voidwalker is trying to kill the other voidwalker and you while also defending you from the other voidwalker, all while you're trying to either team up with the other voidwalker to defeat the first voidwalker or run away
Eclipse idk if ur gonna see this but I think I have some good insight into why deepwoken is the way it is. In regards to the comment at 5:10 , its actually really accurate to say the game has become easier. Ignoring everything they added for the sake of experienced players, exp gain has increased by realistically 10 times how it was when the game came out. For the first few weeks of the game very little people had max levels because the exp curves were just way higher, and alongside this there were also less mechanics which made progression faster. The main shift deepwoken has had is that when the game first came out it was designed and played as a "hardcore rpg", but there was a conflict of interest with the players who enjoyed the more competitive parts of the game, who mostly stemmed from the playerbase of their previous game rogue lineage. Because of this the devs have slowly shifted into deepwoken becoming more of a sandbox openworld pvp game, with the main source of grinding being from dungeons instead of the open world. This has led to the weird divide between pve and pvp players, as the game practically splits content between the two. Things such as chime of conflict, the majority of oaths, and increased build customization are only in the game to make pvp players happy, while the lean towards instanced dungeons such as TO1, layer 2, and diluvian are used to make the pve parts of the game less punishing, allowing newer players to play with less anxiety and experienced players to easily grind towards their builds. Ive played Deepwoken since the minute it came out and ive only seen the divide between casual and competitive players grow wider, but thats also probably a reason why the game is so popular. Its pretty clear that the deepwoken devs have been forced to change parts of their game due to the requests of the different players that flocked to it, and thats why the game has so many counterintuitive features. For example, chime of conflict was given a limit on the amount of times you can play it because they first added it as a fun way to gain progression and items. The devs were very strong on their stance in limiting chime skulls (lives) because they didnt want players to spend all of their time pvping, as one of their regrets in their previous game was adding a safe area to pvp which allowed people to learn new techs and become good at pvp, distracting from the actual overworld part of the game. Despite this, deepwoken players still embraced the competitive pvp aspect, which is the reason why they added an ELO system to chime and later even added a safe area to pvp (guild base arena), the exact thing they said they didnt want previously. The devs noticed that their efforts in discouraging competitive players didnt work, so they caved in halfway rather than just removing chime lives, which is now a feature that doesnt really have a place in the game.
this is one of my biggest gripes to the game. If you wanna learn it, you're punished. The game encourages you to play as safely and risk-free as physically possible. As deviation and experimentation are punished with a hard reset and your time wasted. It's why all my solo playtime is just spent walking circles in lower Erisia Also, another idea for the void walkers. Since they are just Darksouls invaders. Commit to it. when a void walker attacks, there's an anti voidwalker faction. If a player has this faction, which Ill dub "Voidpurgers" they are automatically warped to the Voidwalker's target. given an etherial look as the purger abandons their body temporarily to assist. If the purger dies, nothing happens to them. maybe a little punishment for their faction. But gets sent back to where they were, but no deaths. but if the voidealker dies, they get rewarded. and if there arent any players available, the game will just offer the player a voidpurger AI. adding an edit for clarity: When the purger chooses the origin. It works exactly like voidwalkers. But inverted. And they have to talk to a thing to say, "I wish to be summoned. This is the build type I'll be using. " which, for simplicity sake, will, by default, inheret your mantras. Let you pre select mantras for each "summon level" (Basically placing the mantras you'd get as if you were leveling up with garentee mantras) and what weapon you'd get. With pre selected traits for each weapon type, and so on. And when a voidwalker attacks, they are immediately sent to them as a specter. Whether they win or lose, they aren't punished. as we want to ENCOURAGE them to do their job. If they lose, nothing. if they win. EXP and loot. But they are then placed back right where they were before being summoned. continuing gameplay as before.
If you wanna give the Purgers some sort of restriction. when theyre summoned, they can only use a specific loadout. Chosen before they are even summonable. such as a weapon type, what mantra's they'd get. And so on. Possibly even purger specific mantras and so on. Which this build will scale and improve depending on how strong the Voidwalker's target is.
@WeDeserveWorldPeace It's arguably more punishing for the hunted player, as 9/10 the voidwalker has 100s of hours with pvp alone. while the player is a freshie who dosent even know they exist. Since they seem to refuse to apply the simple "voidwalkers just have to knock the players" I thought: Since voidwalkers are just darksouls invaders. why not add the anti invider? Its unfair as is, if the player is a voidwalker. theyve already accepted what theyre getting into. Plus, they can have the same apply to the voidwalker. once the voidwalker is downed, they get sent back mostly unharmed. Nobody is punished with a hard wipe. Everygone gets to engage in PVP
The biggest problem im seeing here is the fact that when you become experienced at the game, it just doesnt change. Progressing just becomes a chore because you will inevitably, the longer you play, get to a point where you know every mobs pattern and you know exactly how or where to get the most exp, and the progression just becomes a tedious task. I know a lot of people who dont even really consider the progression gameplay, they only consider what you do as a max level gameplay which is just pvp or farming pve with a max damage pve build. And its because of the way most of the experienced players view the game that they will complain when things about the progression change or become "easier"
it's just a general gaming dev tip to NOT listen to your players which have like 500+ hours in your game lol they have MAJOR skewed vision of your games.
There''s another issue of Voidwalking, you can get swung on by multiple void-walkers one after another and all at once. If one fails to kill you, another can take that bounty right after to try again. I've genuinely experienced 10 minutes of having to fight 3 different voidwalkers cause I was grinding and was never getting enough time to actually get out of combat and log due to npc's deciding to get in the way and swing on me. And another where there were basically 3 different ones doing a similar thing except I had to essentially fight for my life for what felt like 5 minutes before going down. I'm of the opinion if one person has a voidwalker bounty, ANY OTHER Voidwalker should deal DRASTICALLY less damage to that player. I'm fully talking like 80-90% less dmg.
i was about to max out my akuma slot got voidwalked twice in a row by an obvious power 20 crypt blade slot before i even had armor escaped the depths got voidwalked twice in a row by an obvious power 20 this time i had armor wiped in depths wtf am I supposed to do??? I was power 18? I cant be expected to beat someone who has an oath, max level mantras, fully finished stats and talents, enchants, and the single best attunement in the game (shadow)
@@DogGaming506 how does anyone wipe in the depths? How come youve ever died before huh? Why didnt you just win Shadow is disgusting ask anyone who knows how to pvp
I tried to help a friend get into the game and i had to swat 4 voidwalkers away from him in the space of about 10 minutes because he already had hit power 10 before and had over 10 hours of playtime which was literally just farming bandits, putting him in the "good enough to fight experienced players" bracket. Its genuinely insane
Hi, new player speaking. I died over 15 times to voidwalkers because im new and i can't do anything about it, because i have no one to protect me or like you said in the video i can't fight back. And i am sad to say i purchased this game just to be angry and hopeless.
3:50 this can tie into the "almost requiring an expirenced friend" issue, the only real way to truely learn to pvp is either through trial and error or getting help from friends.
i was playing today and came across several like FRESH fresh people to the game and most of them logged before i got anywhere near them. i didnt even look crazy they had just been used to getting voidwalked frehs out of the gate so they log even when someone is wanting to help. its deff sad to see
If Deepwoken was singleplayer/co-op I think it would be one of my favorite games to play. I really hate how most roblox games NEED some form of PVP to attract players. I just want to play an open world rpg with friends
This is the reason why I left, because I'm not about to grind 100 hours for new slots to train PVP only to be considered "mediocre" and deepwoken players have the stupidity to just say "skill issue"
Yeah honestly monad has this weird idea that something annoying is the same as hardcore. Like they always add things that are just massive inconveniences and then after realizing that the thing is stupid they will add fixes in bits and pieces until we get to what should have already existed from the get go.
The reason why Chime has lives is likely to prevent the overworld getting depopulated by everyone just going into Chime and doing nothing but chime for the rest of their days. If you'd seen what the overworld was like on day one or just read the average deepwoken servers messages, you'd conclude with ease that it ain't preventing that in the slightest. The reason for this fear is what happened to Rogue Lineage: a version of chime with no skulls at all was added, and that is generally agreed to be cited as the downfall of the game as people flooded in their and out of the main game, killing the overworld, known for its community interaction, and straight up preventing people progressing due to the heightened importance on PvP prog. The devs decided something like chime would never be added, naturally, they went back on this.
and yet they gave it a leaderboard and its pretty much the ONLY way to 1v1 players without some sort of imbalance of power, or teaming. And yet they added a fucking storm to it, which players just sit next to trying to knock you into it. CHime needs a heavy rework
is depopulation really an issue when the people in the overworld are likely in the overworld because they DON'T feel like interacting with other (and potentially dangerous) players? I'm fairly sure smaller servers would be worth getting a more friendly way to learn how to play the game.
@@Qrangg Yes, because People are in the overworld are playing the game. The overworld SHOULD be absolutely flowing with players. Don't get me wrong, small/friendly server's are good, but that should happen naturally, not as a byproduct of a horrible addition. Besides, the game is supposed to be you interacting with other players, whether for better or worse. Chime is completely antithetical to that idea by isolating you.
At some point in the game there was an unblockable, undodgeable, unparriable mantra that could one shot you (Flaming Scourge). The devs knew that it could do that before it was released. They did nothing about it. Good luck with making them fix anything lol.
i only play deepwoken at around 1 AM in my timezone,that way,every single server has 3 players at most,and i can enjoy the game with my pve build without having to worry about getting jumpscared by voidwalkers
The problem is dispairity between new players and old players, old players say its too easy now because they have a hard time remembering when the game was hard FOR THEM. the game didnt get easier, they put time into it and now everything's easy for them, while it got more bearable to play for new people.
no it undoubtedly got easier, they watered down every portion of the game to the point where the hardest thing to do now is decide on a build that you like
@@ssnoq so I’m guessing you’re a 800-2K hour player, that has never gotten another perspective on the game. Hell just watch eclipses first video on the game. You just think it’s easy because all that time you’ve put in learning the monsters, learning PVP, learning PVE, learning where everything is/was… there has been nothing that got “watered down” outside of tedious shit that shouldn’t have been that tedious in the first place…
@@TTTRUSTY they made progression 10x easier but, like you get tons of xp more base xp gain is even larger than it was with mark of the lone warrior maverick and adept back then when power 60 was a thing i mean its good that its faster to grind now but there was a good climate to grinding for an hour for 5 powers
No they undoubtedly made it easier, 10x the exp, like 5x the enchant rates, added more ways to level up quicker, made oaths easier to get, and so many more things
Sometimes when I voidwalk someone, I fully intend on gripping the person. Imagine how dumb it would be if I get sent back to voidheart after DOWNING a freshie gripper or toxic player (for example) and then he gets away for free. Adapting the game to a new player experience ruins the game for more experienced players
Little Timmy doesn't want to lose 7 painful hours of farming lower erisia until power 9. Little Timmy logs when he sees a voidwalker (That has a bell, legendary weapon, and fully enchanted HP kit for some reason)
It's just an all around losing situation. Voidwalkers are nerfed by their ability to hunt for bounties and it's even worse when people log on them and then the people logging complain about voidwalkers being annoying.
I agree with that change, but i would add the fact that the player instantly get in combat when a voidwalker TPS on him, the player would know that there's a voidwalker chasing him, and also the player would not quit the game.
Honestly were forgetting that Deepwoken is an ADVENTURE GAME. When a bounty hunter collects a target they dont teleport to them, they go around the world searching for them at their last known location, which is not hard to code or implement especially for a game like Deepwoken.
yeah but then those bounty hunters get pissy and say "ugh there's no way to have pvp now. i want to kill freshies and satisfy my fragile ego. i'm too trash at chime combat so i'll just attack these guys minding their business and enjoy the game that way"
did you play in verse 1? did you ever get tacet? do you know what it's like trying to kill 50 targets and taking 20 minutes to find them just for them to log?
Thanks for telling him the basic controls he already learned and used to beat layer 2, thanks for telling him the basis of a game he already beat, you must be one smart cookie
my only real problem with voidwalker is that other origins cant go to voidhearth, all the god dam ganks and fight happen in voidhearth and i cant atend them unless if i make a voidwalker slot
Make a voidwalker TP selected as “with ferocity” put both players into combat until one of them dies, dying to a Voidwalker loses a “stack” that can be set to 3-5 depending on how many you want, and then when you lose all 5 stocks THEN you lose a life, regardless of if it’s your first or not, that way you still lose gear, which lets voidwalkers still loot you, like they can right now, but you don’t get fucked over a single death and sent to the depths, Happy? I don’t know if this will fix it, but it’s the best I’ve got
4.5k hours player from the last vid here again, I just wanted to say that at some points especially on a new slot i will just log to save time. Like I can kill most voidwalkers that arent omega sweats, but it just takes a while especially since if they get low health the voidwalkers usually run, or if you are progressing a new slot and you get 3 voidwalker friends jumping you at once. For more progressed/ experienced players its more of a nuisaance or time waster, since killing them is almost never worth the time it takes for the little bit of extra loot.
It took me 3 days to get to power 15, and I’m hearing now that people can get power 20 in an hour. Eclipse/normal people can get this in 6 hours makes this sting more. 😭
@@littlehamham3281 probably the power 20 void walkers hunting down 4 star bounties with the most braidnead crypt / ypk build and spam ez with a void spire?
@@Usersoupagain i rarely do bounties as the benefits for doing so are pretty useless past SoO only time a bounty has and ever will be useful is power 7 leveling
Chime was added a while, and THEN i see that skulls did make sense. Everyone was bad and the game was hardcore, devs didnt want repeat the problem from their previous, where people got unbelievably good in a risk free private servers, but now in deep average pvp enjoyer is miles above the new player, and skulls just serve as a hindrance to them and a major.frustration to good players
5:53 this is a stupid point , i started deepwoken when there was literally no tutorial a week after release with no help from youtube and now i can do anything in the game , the game is far too easy right now and i do agree that people that are just cowards that'll run away at every sight of danger WILL QUIT because to really get good at deepwoken you need willpower you need to put in the work and die over and over and over again to learn how each mob is , you can't expect the game to teach you these things because it would ultimately make trivialise the whole game and make it so even a new player can catch up to the level of a experienced player in a few days
"I learned the game when it was kick in the balls simulator, so everyone else should too" Fuck off man, you're the problem with this community, quit gatekeeping
got sent to the depths by a voidwalker. got out of the depths at power 14. died to an npc, respawned and then got voidwalked again and sent to the depths not even 10 minutes after getting out. i hate how voidwalkers have to kill you it makes no sense.
The issue with the solution u kinda gave us that kinda first off sometimes voidwalkers will use tps and bounties to avoid using boats and getting around the map with this system it would be slightly harder to stay at the place you want to be at. 2nd a lot of max level people use voidwalking to instantly travel to massive guild wars and if there was this system in place whenever you knocked the enemy guild you where fighting u are instantly out of the fight with no way to get back unless u have a guild base down it something. Most people pick the voidwalker oath not just because of the pvp progression but also for the convenience of these teleports so the origin maybe less popular if this change was implemented
1st. that doesn't matter, voidwalker was never supposed to be used that way. 2st. boowomp, again, not how the system is supposed to be used. it's a BAD thing that voidwalker gets picked by someone not interested in the pvp progression
@@jeffboy4231 the pvp progression shouldn’t be the only thing that the origin has going for it it should also have end game benefits and that end game benefit is the long distance tps deep bound has divers bank and selling for endgame benefits. Most people make pvp builds as voidwalkers because of the access to the tps despite it being slower then any other form of progression. While other origins don’t have as much benefit it has been a suggestion from people to add more endgame benefits to the rest of the origins.
@@bowshot99e15 the improvement of the player experience is very much worth the loss of that "feature" but again,people that don't even want the pvp progression take the PVP PROGRESSION origin because of the very strong and op usage of the tp.
For me what I hate the most is that voidwalkers always appear whenever im already near death in the first place. All they have to do now is just kill me and they get all the rewards
I don’t play deepwoken and only know a little about it but what if they just have an opposing faction for Voidwalkers? Both factions have a heavy focus on PvP and they only hunt each other, like a rivalry thing.
That sounds pretty nice! The lore doesn't really have anything like that right now, but the devs don't care whatsoever about lore from what I can see. I'd totally love that!
If you end up losing in chime fully you get sent to the depths and if you go back up you end up only having 1 skull even if you win that match you still dont regain 3 skulls back
"Voidwalker should be the introduction of PvP" is a really good statement, I feel like just getting the Chime of Conflict is wayyy too out of reach for a newer player
Make a notification not a sound centered on the Voidwalker that is almost impossible to hear in so many settings. Combat tag instantly upon being voidwalked for like 30 seconds (A PVE one so the target can have a chance to heal before fighting) that solves logging but still give a chance to run away. Make Voidwalkers NOT GRIP and to take something from the player, like make the knives after something spiritual or whatever for the sake of gameplay, its not like the lore is good anyway.
I agree with your solution 100% (I forgot to say this in the last video regarding this), but one thing I would like to say that is a flaw, is that if you spawn in the Voidheart, you're out in the open, so anybody in the Voidheart around the original spawn would easily snatch that chest that spawned with you. I'm thinking they should add a "chest room" of sorts; sort of isolated off from the rest of the Voidheart, away from the normal spawn location. You'd spawn in this room instead, along with your chest after you claimed a bounty. Just thought I'd throw that out there, but thank you for making another video on this! (I fucking hate Voidwalkers)
Came across this video cause my gf and I returned to deepwoken and on the same day got jumped by 6 voidwalkers. 4 of those we were pre-power 10 and the voidwalkers were way ahead of us and at power 14/13 we got jumped by a voidwalker duo and this was on fresh slots after months of not playing. Voidwalkers have always been a problem and the only explanation with voidwalking is that the devs clearly want the game to have stupid punishing elements like this because they pander to and aim for a certain target audience that simply enjoy screwing others over for their on gain own one side and the other side saying "just get better just parry" so the problem will not get fixed
i once had a voidwalker cry to me in discord dms cuz i left when i saw he had bells and oath, he kept saying i should have stayd and fought and go do the depths. So ye i agree the system needs a rework
I think the problem is not that it fucks over newbies, its more like its rewarding experienced players GREATLY. Main example being experienced players can hide from bounties or the fact layer 2 can only be found by coincidence or research outside the game(mainly, maybe the books talk about this? But nobody reads those)
the fact that this issue makes it so 2 parties are practically fucked on both ends is wild. people log out from voidwalkers, so they cant play. then the people logging out can't do whatever they're doing or just lose a life because of this dumb ass system. crazy
I think they should do the PvE voidwalker system, like theres bounty npc who’s walking through when a voidwalker teleports near and then start a fight!
I think that the general idea of voidwalker is for players to find alternatives to avoid them and to improve by gaining knowledge A good example of this is fear and hunger (don't even think of touching this game on youtube) where you will get MASSACRED early game until you find out what to do problem is, fear and hunger is a survival horror that has saving and has intuitive counters to these problems For example, the third enemy you encounter, the guard, will cut off limbs and likely kill you after the second turn and end the run almost immediately the game however gives you many options to easily deal with these, one being taught by the second enemy to just avoid it There are also beartraps throughout the game that remove your legs, so you can also use those to remove their legs lastly, if you notice that their arm shines before attacking, or the fact they have a big ass cleaver that their holding, you can realize that you can target the arm to render the guard (almost) helpless it can still use a coin flip attack, which is a unique gimmick that basically will guarantee your death if you don't land the coin flip however, there's even solutions to that an early npc tells you that if you have a bad feeling, you should just guard, which completely bypasses the coin flip and deals with that This is a proper example of what to do, teaching the player means of dealing with the threat that still has risks such as potentially getting coin flipped or getting caught if you try to juke it (which can also be mitigated with enough experience) Deepwoken gives extremely unintuitive methods that promote the wiki even further and ruin the new player experience if you see a voidwalker and you aren't experienced, you have one of three things you can do 1: die fighting 2: try and run (and still probably die because they likely have skills that can reach you) 3: log out with no risk deepwoken gives terrible methods that are low risk high reward that aren't satisfactory and probably ruin the game for many while fear and hunger gives methods that both promote playing the game more to gain knowledge while also still being somewhat risky Also, in fear and hunger, if you die you lose 5-30 minutes of progress in deepwoken, you lose hours of progress of course deepwoken can't do the same thing as fear and hunger but it can absolutely make more lucrative options that incentivize risk for reward instead of no risk for reward (such as running or fighting back) logging could maybe have a punishment, something not too major but to incentivize taking that risk There could also be intuitive solutions that aren't "get high level" or "get neutral with five guilds"
I don't rlly agree with the solution to voidwalkers you proposed, cause then there's literally no risk at all, taking half the fun out of deepwoken. Plus how is it fair that as a voidwalker I have to put my life on the line while my bounty doesn't. Instead of doing that, I think that just, I don't know, not making your name automatically go on the bounty board when you spawn in would do the trick, since getting rid of voidwalkers takes like 10 minutes anyway.
Here is the perspective of a random deepwoken noobie: i bought the game around 1 year ago, hoped in, ran around the first island doin pretty much nothing for a full hour, didn't undrstand where im supposed to go, left the game. One year later me and 2 other friends decided to try the game again. We watched a few youtube tutoarials and started playing. Got to around level 10, than died to random players and restarted. Got to level 20 3-6 times, and died half of the time to voidwalkers. Quit the game.
I once tried to expand these ideas and posted a suggestion in the Deepwoken discord but it only got like 39 stars... Now I'm banned from the server because COF yayafino pyrekeeper COF COF I hate the Deepwoken community sometimes😞
The best way to kinda stop the voidwalker problem (in my opinion) is have the requirements to be 5 or so kills on power 20 players in any area, and they can only go after power 20 players when they take contracts, in return for better loot for finishing their contracts (cause i KNOW the loot sucks) in reality being a voidwalker is really just an easier way to level up for players who know a lot more about the game, its mechanics, how to properly fight, etc. this might seem like a dumb way to solve the problem but its what best fits imo the ability to remove yourself from being voidwalked would also probably need to be removed if not nerfed in some way, since it would make being a voidwalker kinda pointless if nobody would ever show up on the bounty board.