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either that or some wizard love. He seems shafted now.
The other Ranged character gets to shoot on the run, with higher range.
maybe the wizard should also be able to shoot on the run? or get slightly higher range to start with?
I know the chars are asymetric in a number of ways, but right now, it's no fun to play him in coop. The warlock runs around blasting stuff to smithereens, draining life to heal, the paladin is a walking tank healing himself for mana, the ranger can stay out of range. Only the poor wizard has to get somewhat close to enemies, has super-low-life and no way to heal except combo(and good luck with that if there's a warlock blasting in your group).
I would suggest keeping the Ranger's new walk while shoot ability, it makes his class so much more fun to play.
The Warlock kicks so much ass now, he is totally awesome, and I hope he stays that way.
I agree with some of the others that the wizard needs more love. I keep wanting to play that class because I'm such a wizard fanboy but there are just too many disadvantages compared to the other classes. He has no way to get out of a tough situation because he must get close to enemies to do damage and doesn't have the heal or fast track abilities of the other classes, not to mention his extremely feeble life and armour ratings. Also the Meteor ability when I tried it forced the Wizard to stay put and he was a sitting duck taking away from its usefullness. I'm all good with having a 'Glass Cannon' as a class but something is missing from making him feel epic like the other 3. Maybe it's the damage he does, or maybe it's his overall arsenal of abilities all of which feel limiting in different ways, or maybe it's his lack of trump quick 'save card', I'm really not sure......it's a tough one that's for sure. Or maybe I'm just really bad at understanding the subtleties of this class and how to properly understand and play it.
Could you guys maybe think about allowing the character's special damage modifiers to effect bosses? For example the Warlock can't seem to poison bosses at all. It would be mighty fine if it would actually work on them as well. Same with the Wizard's Burn DoT.
I have 3 small suggestions, hope you don't mind me sharing.
1. In the Pause Menu I would dearly love to have a Character Profile/Stat screen where I can see my current characters abilities and stat levels. Especially now that we get all kinds of random stat pickups it would be really sweet to be able to see how powerful my character is. I don't even necessarily have to see all the possible upgrades that I don't yet have (like in Super Metroid, although that could be epic), I just want to see how relatively powerful I am getting as I progress in a more RPG style presentation that I can refer to whenever I feel like it.
2. It might be an idea to add a 100% completion marker that slowly fills in as the player explores each Act or Level and finds all the hidden nooks and crannies. This could motivate players to keep exploring and to give them feedback about how much they've discovered in each area of the game. Hey it worked like a charm in Castlevania Symphony of the Night.
3. The Map is driving us bonkers in multiplayer because we all run off in different directions and the tiny map area that is visible doesn't allow us to easily find each other again. I can think of 3 ways to remedy this off hand. (I've put them from simplest and least desirable to most complex as I see them, (I could easily be wrong here, I don't know your development limitations)).
a. In multiplayer keep the other players' characters' markers on the map screen even if they leave the map area that you can see and simply have the markers moving along the periphery of the map screen so that at least we can all see the approximate direction that our friends are in.
b. Make the map full screen so that we can always see the entire floor on the screen at all times. Everything will be smaller but that's fine because it was never the fine details of the level that mattered with the map but the overall layout, shops, saves, items and enemy clusters which could all be presented via coloured pixels and it would still work great.
c. Allow the player to zoom the map screen size between full screen map to the smaller more detail oriented map currently in the game. Not sure about the impact of having to resize all the sprites in the map UI but this would be amazing.
Sorry for the giant post but I'm really having a blast with your game and maybe some of my ramblings will resonate with some of your other feedback.
Thanks for making this game, it's really super fun. I can't wait to see what other improvements you guys come up with. :D
Also the ranger was hands down the best choice before, now they are insanely the best choice ever. I can't think of a reason to play any other class.
The warlock change is great, but moving while shooting at long range ranger is just simply better.
The wizard, a class nearly as worthless as Pally before is now even more so because ranger.
4 rangers it is!
We didn't start a new game though, we loaded a save from before the patch update.
Nice game though. I wanted this game as soon as I saw it because it reminded me of classic Gauntlet with a facelift... (The first time I entered a bonus area I laughed... xD)
Things I might suggest : Maybee a way to change the transparency of the map. I found myself toggling it off and on a lot after I discovered it. But would end up walking into random traps or at least had some difficulty walking around while it was up. And I agree with the above suggestion about maybe having some kind of indicator as to which direction another player is, if they are off your map entirely.
The levels were HUGE compared to what I imagined. It's too bad it isn't randomly generated for endless replay, but I enjoyed the level design quite a bit.
I hope to replay with hard difficulty using a different class sometime (used wizard this time) but I personally hope it isn't just buffed enemy HP and greater damage/less health. Not that I expect different, but it would be neat to find larger hordes, faster respawn, maybe faster enemy movement or new AI or trap behavior?
Lastly I'd suggest making slightly more story at the beginning and end. Though mostly just its the end lol But, perhaps if I survive I'll get the ending I'm hoping for...
Oh right, a quick word on the boss... the Lich was MUCH harder than the final. I thought the he was kinda anticlimatic, though awesome. I had a pattern that I stuck to, and I never took any damage as wizard after getting it down. It would be more difficult if the fireballs were aimed AT players, rather than another spread attack. Also, maybe additional meteor patterns during the battle, rather than pure random. Or even additional enemies to distract you?
Final verdict,
I recommend this game as long as you play with friends :D