Inscryption

Inscryption

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munkiii 2022 年 1 月 20 日 下午 12:34
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kaycee's mod still incredibly broken and unplayable 99% of the time
have 0 challenge points currently after 20+ runs, seems like without getting the mice/corpse method it is neraly impossible to beat, due to either a) bad RNG or b) super OP starting hands. Leshy constantly opens with unbeatable hands in the sigil challenge encounters, needs tuning
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目前顯示第 76-90 則留言,共 144
Dlanor 2022 年 2 月 10 日 下午 10:49 
引用自 Raidey
+1 for Kaycee's mod needing some serious tuning and the base difficulty being too hard in its current state. I'm not having fun.
It's all about learning what wins. You can get near a 100% winrate in base difficulty. Plenty of players can keep 80%+ winrates with 8+ challenges on, and it's even possible to win with every challenge in the game toggled on at once with something around a 50% winrate.

The mode will probably be made just a slight bit easier as more patches come out, but if the base difficulty is giving you trouble it's not because it's unwinnable, it just requires practice until you "get" it.
Raidey 2022 年 2 月 10 日 下午 10:55 
引用自 Totopo
引用自 Raidey
+1 for Kaycee's mod needing some serious tuning and the base difficulty being too hard in its current state. I'm not having fun.
It's all about learning what wins. You can get near a 100% winrate in base difficulty. Plenty of players can keep 80%+ winrates with 8+ challenges on, and it's even possible to win with every challenge in the game toggled on at once with something around a 50% winrate.

The mode will probably be made just a slight bit easier as more patches come out, but if the base difficulty is giving you trouble it's not because it's unwinnable, it just requires practice until you "get" it.

I wish we had stats on this type of thing, because to be honest, I'd be willing to bet money that "plenty of players" probably refers to maybe 1%. I personally do not feel that the base difficulty should require mastering the game. I feel like that's what turning on the challenges should be for.
最後修改者:Raidey; 2022 年 2 月 10 日 下午 10:57
Theriches4 2022 年 2 月 10 日 下午 11:03 
if rng gets you too hard then you could just excape to the menu and then continue for another shot.
Dlanor 2022 年 2 月 10 日 下午 11:19 
引用自 Raidey

I wish we had stats on this type of thing, because to be honest, I'd be willing to bet money that "plenty of players" probably refers to maybe 1%. I personally do not feel that the base difficulty should require mastering the game. I feel like that's what turning on the challenges should be for.
Well yeah, not everyone is good at every game, and this is a new beta so the numbers will still be low. You do know this as-is a Challenge Mode, right? It is meant to be pretty tough, even before adding extra modifiers. Surely they will tune it a bit more, likely to the easier side as buffs are far more common than nerfs, but this mode is not meant to be won every time, though you can get very close as you learn how to play.

The best thing for you to do until you do learn the mode would possibly be to advocate for anti-challenge skulls, basically easy mode toggles. Stuff like "-20 points, gain a candle" and "-5 points, replace the starting pliers with a starting eye knife". It would provide a way to breeze through runs until you improve.
Lowbei 2022 年 2 月 10 日 下午 11:46 
引用自 Raidey
I wish we had stats on this type of thing, because to be honest, I'd be willing to bet money that "plenty of players" probably refers to maybe 1%. I personally do not feel that the base difficulty should require mastering the game. I feel like that's what turning on the challenges should be for.
isnt the point of downloading a challenge mod to provide something to do after youve mastered the game?

if people downloaded the challenge mod before mastering the game, then I see why people are having trouble.
最後修改者:Lowbei; 2022 年 2 月 10 日 下午 11:47
Drunk Man 2022 年 2 月 11 日 上午 2:15 
引用自 Lowbei
引用自 Raidey
I wish we had stats on this type of thing, because to be honest, I'd be willing to bet money that "plenty of players" probably refers to maybe 1%. I personally do not feel that the base difficulty should require mastering the game. I feel like that's what turning on the challenges should be for.
isnt the point of downloading a challenge mod to provide something to do after youve mastered the game?

if people downloaded the challenge mod before mastering the game, then I see why people are having trouble.

Mate, I beat all of Leshy's Grizzly Rushes in the vanilla game before moving into KM, and I still got my ass kicked. It isn't a skill thing, it's an equipment thing. Only when I actually got more card options like the cuckoo and other decks did I actually start doing fairly well. This is not Plutonia.
Lowbei 2022 年 2 月 11 日 上午 2:57 
引用自 Sgt. Kelp
引用自 Lowbei
isnt the point of downloading a challenge mod to provide something to do after youve mastered the game?

if people downloaded the challenge mod before mastering the game, then I see why people are having trouble.

Mate, I beat all of Leshy's Grizzly Rushes in the vanilla game before moving into KM, and I still got my ass kicked. It isn't a skill thing, it's an equipment thing. Only when I actually got more card options like the cuckoo and other decks did I actually start doing fairly well. This is not Plutonia.
thats strange that youre having trouble then. i never had any issue with just using the starting deck until i got ants and then ants from then on which is the same as vanilla.

what part is giving you trouble? for me the trapper can sometimes randomly be rough if all of the cards i am dealt early are useless for that situation.
最後修改者:Lowbei; 2022 年 2 月 11 日 上午 3:06
Grim 2022 年 2 月 11 日 上午 3:19 
引用自 Lowbei
引用自 Sgt. Kelp

Mate, I beat all of Leshy's Grizzly Rushes in the vanilla game before moving into KM, and I still got my ass kicked. It isn't a skill thing, it's an equipment thing. Only when I actually got more card options like the cuckoo and other decks did I actually start doing fairly well. This is not Plutonia.
thats strange that youre having trouble then. i never had any issue with just using the starting deck until i got ants and then ants from then on which is the same as vanilla.

what part is giving you trouble? for me the trapper can sometimes randomly be rough if all of the cards i am dealt early are useless for that situation.
The Trapper/Trader is definitely the worst first boss fight IMO. Starts with too much setup on the board, and I find that if the Snow Line is my first map, the boss fight ends up being a 50/50 because I haven't had time to create enough combos.

If you ask me, I feel like the Trapper/Trader on Map #1 should start with a Strange Frog and a Leaping Trap already deployed, with a Strange Frog on the back line, and then have the Bullfrog come in on the back line on Turn 2. This would give a little more breathing room to get set up without being overwhelmed with 3 damage instantly on turn 1.

Especially if you're relying on a Fledgling creature like the Wolf Cub or Elk Fawn; If you haven't been able to upgrade their health they literally cannot survive the first turn (if you place them in front of the leaping trap they attack it and die; if you place them in front of a frog they get attacked and die; even if you place the Fawn in Lane 3, it'll move into the Trap's lane and then die on the next turn; meanwhile all the frogs still deal 3 damage to your scales)
最後修改者:Grim; 2022 年 2 月 11 日 上午 3:21
Raidey 2022 年 2 月 11 日 上午 5:43 
引用自 Totopo
snip

I guess it’s just not what I want it to be. Like pretty much everyone else after beating the game, I wanted a continuation or proper roguelike of Leshy’s section, but I wasn’t looking for such a deep difficulty spike.

If it’s supposed to be tough as nails even without challenges turned on, if I’m in the minority, then I guess that’s that. But as someone who is admittedly only average at best, I’m disappointed that my only option is to either replay vanilla Leshy with (little to no variance) or not play at all. After 20 hours of Kaycee’s mod with zero clears I don’t think improvement is in the cards for me.

I’m stuck in the unfortunate position of finding vanilla too easy but Kaycee’s mod too difficult, and would like to see the gap closed. Personally I don’t see the difference between adding ‘easy mode’ modifiers like you suggested, vs. just making the base less challenging and adding additional challenge toggles to compensate. I would appreciate either one, though.
最後修改者:Raidey; 2022 年 2 月 11 日 上午 6:05
mldb88 2022 年 2 月 11 日 上午 6:06 
Haven't played since the most recent balance changes but for me the main issue is unless you get a solid combo to just turn 1-2 win every fight (usually by tons of early damage), your chances of winning drop dramatically. Sure, there are a good number of way to do this, but if the game doesn't give you any of them.... well.... good luck (especially with Trapper as boss 1 if you REALLY get shafted). With the exception of fec infinites it just comes down to big beefy thing with tri attack or an evasion sigil and then win. Unlike most other games in the genre where most cards have a place or are usable with the right cards (see StS even giving you a use for your starting strikes with cards that get powered up based on cards with the word 'strike' in the name), Inscryption seems to have the issue of either a card is going to win you the game outright (or has the potential to with the right sigil) or it's total garbage and not even worth taking (which sadly is the case with a lot of cards in the base starter deck... bullfrog I'm looking at you). This lack of variability in strategy was fine with the base game since Act 1 was only a smaller part of the game but it makes KM incredibly frustrating and stale for me. Boils down to did you get card X/Y with Sigil Z by the act 1 boss to start one shotting? No? Time to restart.
TheVampire100 2022 年 2 月 11 日 上午 11:36 
引用自 Totopo
this mode is not meant to be won every time, though you can get very close as you learn how to play.

Just want to point out, this is wrong. The difference between a good and a bad rogue-like is, that a good rogue-like can always be won. Everything else would be pointless and would prove exactly the point of the people saying "It is unbbalanced and unfair".
Games are me4ant to be won. Always. Even the super hard ones. It just takes more effort.

I think what this game mode really lacks at the moment is a seed system. Most rogue-like games have won because of axactly this princible: "Is a run unwinnable? Let me check it out again wih different choices."
Seeds also help a developer to get a better look at balancing issues. He can recreate scenarios, that players found "unfair" and look, if they were right.
Cayde Stroke Max 2022 年 2 月 11 日 下午 12:35 
rng is one thing but when the game litterally choses the perfect counter to any move you make and you get dealt the weakest cards in your deck so there is no winning, it gets a bit annoying after so many loses.
Grim 2022 年 2 月 11 日 下午 2:55 
引用自 TheVampire100
引用自 Totopo
this mode is not meant to be won every time, though you can get very close as you learn how to play.

Just want to point out, this is wrong. The difference between a good and a bad rogue-like is, that a good rogue-like can always be won. Everything else would be pointless and would prove exactly the point of the people saying "It is unbbalanced and unfair".
Games are me4ant to be won. Always. Even the super hard ones. It just takes more effort.

I think what this game mode really lacks at the moment is a seed system. Most rogue-like games have won because of axactly this princible: "Is a run unwinnable? Let me check it out again wih different choices."
Seeds also help a developer to get a better look at balancing issues. He can recreate scenarios, that players found "unfair" and look, if they were right.
I mean, they aren't entirely wrong. Certain encounters just feel like instant loss gates where if you don't have a broken deck by the time you encounter them, you lose the run. The Ants encounter is a really good example of this, especially if it's a totem battle with certain sigils like Loose Tail, or if one of the ants spawns behind a tree where you can't hit it and it powers up all the rest. Double Strike totems are another really good example because of the fact that Leshy doesn't need to spend any turns building up strong creatures, he can just play then as soon as he likes.
StayPuftMM 2022 年 2 月 11 日 下午 7:16 
引用自 Grim
if one of the ants spawns behind a tree where you can't hit it and it powers up all the rest.

Ants on the back line won't power up other ants. I strongly agree with your main point though. Even without a strong totem on them, the ant encounters are much more deadly than the average one, and I've hit the loose tail ant fight that you mentioned. It was ugly. I've sent feedback whining about them, so I assume if enough other people do too they'll get messed with.
最後修改者:StayPuftMM; 2022 年 2 月 11 日 下午 7:17
Raidey 2022 年 2 月 11 日 下午 7:27 
引用自 Garent
Ants on the back line won't power up other ants.
I believe he's referring to when a tree spawns on OUR side of the board
最後修改者:Raidey; 2022 年 2 月 11 日 下午 7:28
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張貼日期: 2022 年 1 月 20 日 下午 12:34
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