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New things to get during runs "sounds" like you have more options... But in reality you just have increasing levels of RNG.
The first run, you'll see the same "Cause frostbite on hit" or whatever, every single run. So you can build around that.
The 30-40th run, you'll start seeing bleed, burn, frost, poison.... and it's all completely random so more and more you'll just have a big mess of a "build" unless you hit the lucky streak.
I've noticed they aren't unlocking more re-roll options or more currency drops allowing you to try and counter the RNG.
I think it's subjective? You say "Screwed" and are likely talking about how you got useless or bad choices? Another person might considered "screwed" they didn't get the exact options they needed?
In my case, I'm just saying that the more I play, the more I unlock, the more random each run becomes. I'm not seeing more re-roll options being unlocked, as in more opportunities to re-roll. I'm not seeing more money dropping, so I can re-roll more.
What I am seeing, is more choices diluting the pool, which is what happens in many of these roguelites that forget to add functionality to counter the increased drop diversity.
If you're playing roguelites to only get exactly what you want every time on every run then this isn't the genre for you.
One other thing that helps with runs is you're able to swap items with team mates by dropping t stuff. I've been given shops where none of the items appeal to my character, but do my team mate and bought it for them. Rare, but I've done it.
We'll also see what the devs do, if anything, down the line. They could add in scrap options or more ways to control your build.
I don't think anyone is asking for infinite re-rolls? That's just exaggerating to belittle an argument it seems? What is being discussed is how the longer you play, the more you unlock, the more diluted the pool of choices becomes, yet the opportunity to re-roll doesn't change. If you have DOUBLE the possible options that can show up, but the exact same number of re-rolls as a fresh account... You're effectively in a worse situation.
Again, nobody here is arguing that we play these games to get exactly what we want. It's that we are punished for progressing in the game. There are many games out there that do a good job of it, and are quite popular... And then there are games like this one that follows a very generic Roguelite design. "Unlock more stuff, good luck with your increasingly diverse RNG pool!"
This assumes you're playing multiplayer. Something I eventually plan to do and might make a very big difference? So far I'm just talking from a solo-player point of view. And I think your added comment of "rare" is in line with my original point. The RNG becomes more and more punishing the further you get into the game, and there doesn't appear to be any systems in place to improve the situation.
I'll sign out by saying go try a game called "Against the Storm" which is also in early access. Just about every single thing about that Rogue-lite is amazing. Their development cycle, community involvement, core game designs, etc.
And most of all, as you progress in that game, you unlock skill tree(s) and points that you invest to help IMPROVE your runs and make you stronger... they don't just add more random choices to the list and "good luck getting what you want" design
While it is true that the more stuff you unlock the bigger the item pool gets, i just went through all my unlocks to check some stuff.
For all 106 items (they call them "Vestiges") that i have unlocked i found 7 items that do something with burn, 3 frost, 2 poison, 1 bleed and 3 spiked. I don't belive that we can count physical/magical modifers to this since they are kinda "general" and work most of the time. Same goes for crit, AP, defensive, generating will, cooldown reducing and so on. Most items belong to this "general categorie" i feel like.
As for your bindings (skills) you don't unlock them since all bindings and upgrades are available from the beginning.
So all in all it doesn't look as bad as it is in my opinion.
+10000000 to this. Quite disappointed that there's no character level up system but I guess dev will not add this as few people are requesting it.
Time will tell. My guess is they will either lean HEAVY into making this a rogueLIKE or a rogueLITE
As it stands, I would classify this as a rogueLIKE, since you're effectively starting entirely from scratch with no additional benefits each and every run unless you count having more stuff unlocked? Which can help.... but can also give you a really bad RNG run.
That was my main gripe with hades/rogue legacy. I'd be fine if it were something like in binding of isaac where it offered only marginal improvements, like starting with a potion or a certain item. But I don't want something like "ten percent increase of burn damage level 1 to burn damage 20% level 2" for example.
So you want a rogueLIKE that is entirely based on RNG every single run, and as you unlock more "stuff" that can drop during a run, the RNG becomes increasingly more diluted making it even more difficult to pull together a quality "build" in a run.
As a side note, with 2 players, we have literally never lost a run yet. The game balance with 2 people seems to be off (and to easy). Even in 3 ranked matches, we won every single time....
So I'm not saying the game is "too hard" I'm saying it doesn't feel good as it is. I'd rather have progression on my account/characters and then difficulty "sliders" to progress through.
"Against the Storm" is the most recent example I've played that is top-notch. You progress your account, you unlock new stuff, you get stronger, but the game gets harder at the same time!