Ruin rework feedback thread #14589
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Ruins look great But:
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Making this as a place for people to add their own thoughts regarding the new ruins
I'll start:
Visually, everything looks great. The effects on the new turrets are especially nice, and fit the aesthetic. Having the slanted/curved walls in some rooms helps to break everything up a bit and make it look more distinct.
The new terminal mechanics are fun, and make you think for more than a moment if you didn't come in with trinkets. That said, there's not usually a reason to destroy a terminal when you could just leave the trinket in instead. The end effect is the same as far as I can tell, but you also get to pick the trinket back up on your way out. The only exception I've personally seen is the hatch in Alien_VaultModule2, which makes you burn a trinket (or spend ages crowbarring) to get at the artifact holder (which is a fine trade).
The idea that some rooms are supposed to be solved co-op (Alien_VaultModule1 and 2) is interesting, but I worry about singleplayer for these. You can force your way into them, but it isn't exactly fun.
My sample size isn't very high, but I feel like there aren't enough guardians in ruins. Other peoples' opinions on this would be much appreciated, but I found 3 guardians in two full ruin clears when testing. The ruins didn't feel very deadly, but that could be luck on my part. Again, more info needed.
Damage on the alien turret needs a buff. You'll likely be exploring ruins in at least a combat suit, which already has 25% deep tissue resistance. It took me over 20 seconds of sustained fire to get downed by one when testing. Even if you're a husk and not wearing a suit, the damage just isn't threatening.
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