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But yes, it's all based on greed. :)
Course, right now im playing on a super tanky build so its a bit less risk with this but :P
It can take well over an hour to get through all 100 waves and if you die right at the end that time is almost literally completely wasted. Even by the end of a run, the spirits of your current Slorm Reaper are a pitiful reward compared to the amount of time spent.
I feel like this would work much better if you did something like halved the number of waves to finish a run but greatly increased the rewards of each challenge. As is the time investment just doesn't feel worth it in the majority of runs.
I have to somewhat agree with the length. I won't touch the rewards, we aren't at level cap yet. However, what I would like to see is a way to save progress so I can quit the game and come back at a later time and pick up where I left off. It does take about 70-80 min depending on my builds to clear W10 and at around 60 it can get hard to keep going.
Being able to save and quit during any of the expeditions would be great. Maybe not the temple because those are so much shorter and time sensitive than the others, but it would be so nice for the battlefield expeditions.
Nobody said that a run had to last 100 waves. We just put a limit in order to contain the possibilities of insane rewards or insane frustration but it wasn't even us that said that there were 100 waves to beat. We even would have prefered that it remains a secret and that people leave the run when they feel like it is too risky.
And I guess you can understand that halving the limit number of waves would not please everybody, especially players that enjoy doing it as a challenge.
The fact that there is a limit makes it feel like that is the goal though, and it's not like it's that hard to figure out the limit either. I made it to the limit on my first run.
With the right balancing I think you could maintain, or even improve, the challenge while also making the limit shorter. You could also always make it an option. Right now the Forge is definitely a bit of a time investment and it would be nice to not feel like I have to keep the game running just so I don't lose progress on a good run I can't finish in one sitting. A shorter more intense version of the Forge would be a really nice option.
I also think the Forge could use some balancing anyways. At least for me it doesn't feel like that much of a challenge until you get pretty far in. Depending on what challenges I get, it probably isn't until at least wave 50 that I start feeling the effects of the permanent upgrades like the increased damage, attack speed, and move speed. And then it isn't until right towards the end where it really starts to become a problem. Due to the low immediate rewards from each challenge and the slow and really rare nature of any of the over time rewards, 50 waves isn't really enough to get any decent rewards but you've already sunk enough time into it that you feel compelled to keep going. That feeling gets compounded towards the end where you're finally starting to see some good rewards and the challenge really kind of kicks in right in those last 10-15 waves. Which at that point, you're so close to the limit that it's not even just greed compelling you to want to keep going. Ending a run early at that point just makes the run feel incomplete.
Maybe you don't even need to lower the limit, but I do think that the difficulty during each Forge run really needs to ramp up much faster while also being more rewarding during those early waves. As it is, I feel like the challenge mainly comes from just being patient rather than an actual in game challenge. I also think that making the difficulty kick in much sooner could also help alleviate the feeling that you need to finish a run. With less time invested into a run, it'd be much easier to just take whatever rewards you have and leave once things start feeling too hard.
Edit: Thinking about it, having the obelisks show up more often, and maybe having other mechanical additions like the obelisks, could also help. The obelisks are one of the most interesting parts of the Forge to me, since they are unique to the Forge and have unique effects. However, in my experience the obelisks have shown up so infrequently during my Forge runs. Having the obelisks show up more often and/or giving them additional positive effects (e.g. buffing the player or attacking enemies) once you ally them would help make this mode stand out more mechanically and could keep the runs more interesting and feel less grindy.
Unfortunately the only issue(s) that would ever make me want to "end" a run is performance (which I have tailored my build to avoid) or the amount of time I had already spent in there. To be sure, with the infinite loop mentioned in another thread and other ways to avoid death, leaving because of "risk" is really nil. Likely 100% nil. Even as it stands, without abusive methods such as those, I don't even get hit during the 100 waves (that's what the stat sheet tells me when I leave the forge) because everything is dead the moment it leaves the spawn point or the moment it spawns in around me.
The rewards or the over abundance of such is folly until at least that infinite and other similar issues are addressed.
Edit: I'm more or less mele char and I kill everything in 1 hit with MEGA overkill. I wanna cry when I sit on my ass watching how I move 1 pixel per second and how much dmg I soak from casters which I cannot reach cos of cc. That is plainly stupid.