I'm still a little so-so on the story.
The flavor and lore on items and descriptions and the bestiary is great but I don't feel like it translates to the story very well. It all feels very disconnected. I get how it's an homage to DS's weird half dreamlike wanderings. But its reason for tying it all together seems a little weak. Maybe I'm just jaded because the approach is so much like Dark Souls. FWIW the world they describe sounds cool. I just don't feel like it connects to the larger narrative very well.
Or maybe it's simply this: Dark Soul's biggest conceit, that you're dead and you'll rise again until you win or give up, is presented to you right at the start of all the games first thing. In Salt & Sanctuary, the central conceit of the game is ambiguous through the vast majority of the game. (You can easily miss some characters that try to explain your surroundings and the state of things.) Are you alive? Did you die on the ship? Are you even who you think you are, doing what you thought you were doing? I like games that have this kind of ambiguity but overall, combined with the the nods and winks, kinda makes it hard for me to really get into the setting.
Anyways, almost 40 hours in and I still haven't beaten it. It's a surprisingly long game if you are methodical about getting all the hidden goodies.
Pretty much up until last night, I felt the game was "fair." You got your build, and with the right reflexes and fight knowledge, you can beat most fights with a minimum of getting wrekt.
That all changed with the Witch of the Lake.
Ho-lee shit. When I fought Murdellia Mal I thought I had seen how bad it can be when the game is exploiting one of your defense weaknesses. I've been rolling with the Sodden Knight's armor fairly upgraded for most of the game. So, great physical resistances, average fire resistance, great lightning resistance, crappy poison arcane and holy resists. Whatever I was missing I could put in a shield for and it would be all good.
The Witch of the Lake just completely wrecked me in a couple seconds. I died to her probably 30+ times before I finally beat her. Her one flurry of bolts attack just punched through me and my shield like it wasn't even there (100/100 Light Dark. Maybe it was a lightning attack?), basically turning everything in a cone extending away from her as a guaranteed kill zone. Even after accounting for that attack being instant death, it took plenty more deaths to learn how to (possibly) evade some her other attacks. The little dark bat things were fairly easy (although lined up correctly they just completely ruin you if you were standing X distance away from her.) Her claw attacks were obnoxious but managable. It was that orb that shoots a barrage of lightning or something at you that took the longest to figure out. (You wait til the first bolt almost hits you and then roll away.) Unfortunately whether you can dodge the attack is entirely relative to your angle. If you're in the "death zone" the angle becomes shallow enough the furthest bolts adjust to your position even after you roll and you get struck. Too close and you can get them to shoot downward at you.....but you have less time to dodge, and once you start getting hit by pretty much any of these attacks, you're getting hit by all of them. And as you're recovering from your roll to avoid that attack.....she floats, puts you right in the death zone and then frags you with that flurry attack.
So with all these horrible attacks that seek you out, her pinpoint accuracy in positioning to use them on you, and the sheer randomness of how they're used (the attack that was pretty much guaranteed to kill me if I let her get too far from was also the only attack I could consistently get damage on her.), on top of that you add her going off screen so you can't even see what she's about to hit you with......and this fight was by far the worst I've seen. It wasn't that it was hopeless, I did a shit load of damage to her with a 2-hander enchanted with lighting. But screwing up (as in not being standing directly next to her) was pretty much a death sentence every time.
To date the bosses that have given me the most trouble are all casters of a sort. Mad Alchemist, Witch of the Lake, TSMF. Others I've struggled against but eventually beaten without feeling like the timing was too hard to pull off or the bosses too random. But those three, with the Witch at the top, felt like the toughest.
If this were Dark Souls it'd be "well just go grab a robe you found to use for the fight." But it's not quite like that in S&S, because all the armor is locked away deeply in trees behind a shit load of points. So it's not as easy to slap a robe on (or a shield for that matter) for specific fights. Within your armor group is ok as long as you have the variety there. But I swear 90% of the armor I've found in T2 and T3 has spell resists as bad if not worse than Dopplesoldner armor.
In the end even the toughest bosses I've found just usually require attention and patience to beat once you've got a strategy to work out. WotL was the first one that made me feel it was pretty much random when or where the fight would become unbeatable for me. The number of times she would just move an inch then quick fire that flurry attack was maddening.
I switched over to using two-handed weapons and in some ways, given how the late game plays out, it's good. It is super fun just jump slamming most of my problems away. I can one or two shot most guys but if I miss or if I get two quick attacking opponents or more....shit goes south pretty quick. Maybe I need armor with higher balance, it seems like with Tier 2 Armor I can't get swings off anymore if I'm being attacked.
I also learned how bad it can be to die to the wrong enemy. The goddamn Crypt Keepers turn into a nightmare when they've killed you; doesn't matter if they're actually holding salt or not. Their HP doubles, they get faster and they do significantly more damage. I couldn't figure out why, when I had stupidly died to a Crypt Keeper by trying to run past them, he proceeded to kill me the next 10 attempts I made on him. I was puzzled and really frustrated. Then I started paying attention after I slew him and fought him again and realized how much tougher they are with your salt. You don't notice it in the early game, but, when you start relying on consistent animations speeds, damage and most importantly, those 1-hit kills before the enemy does something horrible, when all those things suddenly change and it scales up with the enemy, who kills you becomes pretty damn important.
Curiously though it doesn't seem to help bosses much at all.
Also special mention for getting to the Sanctuary for the Keepers of Fire & Sky. That shit nearly broke my trigger finger. And ffffuuuuucccccccckkkkkk Spindlebeasts, seriously, and their unblockable, unstaggerable with a 2-hander, 100% armor penetrating "Grab" attack.
That is probably another complaint I would make against this game. It really abuses the enemy grab attacks, none of which can be blocked or parried afaik and it feels like late game every single enemy has one. I parried a Stick knight and apparently that breaks his stick and the first thing he does is pounce you with the jagged end of it. And the way enemies execute animations, sometimes you'll be too close and they'll just bust out one of these attacks in a microsecond, and suddenly you're down 40% to 90% of your life. And then you stack two guys just spamming grab attacks one on top of another like the Spindlebeasts or Daemons or Spiders or Dogs.....and suddenly regular ass enemies effectively start one shotting you regardless of how much armor or health you have. For a while I thought you could pretty much block and parry your way through this game, but in some ways the late game shifts to needing to always first strike your enemy before they can start doing any of their bullshit. That can start to get a little aggravating.
Questions: Does anyone know how Health or Fatigue/Focus are derived? As far as I can tell, no stats affect their growth. It's also unclear if Fatigue = Focus or not.