V Rising – Combat

Most APRGs that people have played are 2D constructs that are in the vein of Titan Quest. V Rising is quite similar to that model, with a few differences. One of the most substantial changes is that PvP is baked in from the front, which really changes the larger context of the game.

Players are provided some standard tools to keep the gameplay varied, which are unlocked gradually throughout the game. At the start, you’re given a dodge (with i-frames) and options for basic melee weapons with basic skills per weapon type. As you progress, you unlock magic skill points that unlock various abilities that fit into the ‘attack/defend/ultimate’ constructs. You can equip 2 core abilities (5-10s cooldown each) and then 1 ultimate (2 min cooldown). You can use gems to modify these abilities, like more healing, more damage, added stun and so on. Chasing perfect rolls isn’t all that meaningful. Eventually as you progress through bosses, you unlock other weapons – pistols, whips, reapers and so on. Higher quality items also unlocks a 2nd skill per weapon, so by the mid-40s you’ll have the core tools for the rest of the game.

In the 50s and then the 80s you get access to rifts, which drop shards. These are used to unlock passive skills that add some rather strong benefits to the game – more damage, more summons, more speed. Those shards can also be exchanged for stronger weapons… and the 80s version of the shard exchange has a chance to unlock legendary weapons. Combined, these make a massive difference in overall power levels.

Lots of passives. This one is amazing.

Another factor, in the vampire theme, is that you need blood to survive. There are various blood types (worker, brutes, scholars, etc..) and each provides a different set of bonuses. The higher quality of the blood, the higher the bonuses. Early on, you get the ability to ‘farm’ blood and if you find a 100% quality blood, you absolutely want to collect it. Later, you get the ability to use that farmed blood in the field. It is worth every second invested to have 100% blood quality farms – Scholar for magic attacks, Rogue for physical damage, and Warrior for defense.

There are stats – this is an RPG after all – measured through gear level. Every level you are below a target, you suffer 4% more damage and deal 4% less. Every level above, it turns to +1%. So 5 levels under, you’re 20% in the hole, and 5 levels above you’re +5%. This is important for farming, but ultra important for boss fights.

In terms of outright player power it generally goes – gear level > blood >>> abilities > weapon skills

Fully kitted end-game gear. SOOO many runs to get those guns.

Combat itself falls into 4 different categories. Farming, Bosses, Rifts, PvP. Farming is simple enough, combat is against multiple targets that are protecting resources – it is very AE focused, and sunlight considerations are required. Bosses are bespoke battles, that progressively add complexity, and where you will face a lot of challenge throughout the game. In most cases, these are 1v1 battles, and the wide majority of your time playing will be here. Rifts are a combination of both farming + bosses. Two AE fights, followed by a weakened boss enemy. End game is almost exclusively focused on this activity. Finally is PvP. As much as there are sieges (attacking other castles) the wide, wide majority of PvP will be while rifts take place as the resources are coveted. The majority of that combat will focus on burst + movement restrictions.

The guide above shows you a fair chunk of the level of complexity that is brought late in the game. Adam is the penultimate boss, and I would argue more complex than the final one.

I’ll close this post by saying that the ARPG parts of this game are really well done. The incentives for progress are constant. There is continual risk due to the gear level math. All enemies progress in difficulty (though NOT equally). And rarely have I ever played a game that did such an amazing job at multiple meaningful and memorable boss fights. I would argue that because you will unlikely beat any boss on the first pass, it forces you to pay attention and therefore memorize that character. Really impressive work here.

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