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Roguelikes, like "binding of isaac" (which also has few main unlocks, bigger shops for example), have many unlocks which add varietty to builds and synergies. I don't know why would you even avoid extra items at all. To improve chances to get good ones? That is counterproductive in long term, you will just use same build every time and game will be simply not interesting after few runs.
Curently game has not enough rough content (maps, bosses, monsters) to tie unlocks to specific accomplishments (your suggestion). I beated it on first run after tutorial. If it gonna work your way, then player will get all weapons / gear from first win, which can happen early and there will be simply no more reason to continue playing. Instead of proper rogue****, Last Spell will turn into casual puzzler for a single evening.
I would rather like to have different weapons in different towns. For example, two-handed only in second town, as well as heavy armor and spiky sets. Third town could have elemental magic (ice? wind? stone - create indestructable obstacle?), summoner sets, morph scrolls to turn into animals etc.
The last spell replayability does not come from unlocking items, that's the last spell annoyance, you bet I will cheat back all the unlocks I have after they reset everything.
The replayability comes from apocalypse levels, and the op point is spot on, playing on apoc 6 right now, and I wish I had not unlocked some of the crappy items.
The point is not to make the game easier, its the fact that you can make the game easier by not getting a few weapons/armor unlock options...
Or you going to try infinite climb apocalypse levels? And therefore optimise item chances to get only best of best and brag on forum to people who don't care? Fine, it is called cheateing, and you can do it all you want. Even in one of the guides i see guy who cheats to win apoc 6-11 by alt+f4 from game after checking enemy waves with seer / checking crafting tables / stat upgrades and then undoing it to do things differently. And then builds fences in front of fog, so enemies can't attack (which is straigt abusing game). If that's what you want - ok, do it.
Player can make ANY game easy by using different bugs, glitches, cheats and hacks. No matter how much developers will try to fix holes. And what OP suggest is a HUGE rework of whole upgrades tree just to fix 1 tiny hole for a small portion of hardcore players. I would rather want to see content updates instead of this.
And what is the point of content update if the content is worse than what we already got?
Why some unlocked equipment needs to be weaker than others? Or even weaker than the starting equipment?
You are right that most players are probably not going to reset because of this. But many will realize halfway through the game "wait a second, these "up"grades are actually DOWNgrades, [ackbar]IT'S A TRAP[/ackbar]". And this can reduce how much fun they are having from that point on for the rest of the game, because unlocking upgrades suddenly isn't an effective reward anymore.
On the other hand, if you change the game to automatically unlock weapons, a new player will never encounter that situation, will never come to that realization, and have more fun all the way through.
Don't give to much weight to a single player's opinion. Weapon balance is already pretty good even at the highest difficulty levels. The only weapons that I feel definitely need some help are scepter and rifle. All others have their uses. Even rifle can be helpful as backup on your 5th/6th hero.
For the record, I actually, like the game. Like, a lot. Otherwise I wouldn't bother with this feedback.
This is pretty much my only major complaint about the game, and it's still early access, so I wouldn't throw out the baby with the bathwater here.
I think you misunderstood. My complaint isn't the weapon balance itself, which is fine and will probably be tweaked a lot before release.
My complaint is purely that weapons shouldn't be unlocked through meta-upgrades. That's it.
Harder and harder apoc levels, whilst fun and the meat of the game won't keep me playing.
Unlocking new weapon types and meta progression is what keeps me playing.
Anyway. Being able to choose starting weapons won't do much to address the problem I talk about in the OP, because you will want to ditch those for upgrades pretty quickly. The real issue is finding the weapon you want at the shop and especially crafters (since those only offer 3 choices).
Doesn't mean I'm against it, I just don't think it will change much.
A game that is unbeatable on first run due to not having certain unlocks is the most drastic version of a roguelite (versus a roguelike).
Though you claim to have finished the game on first run after the tutorial, which would counter my point. In that case they might've rebalanced the game drastically since I played it, or you're not being totally honest.