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There are things the dark hero does that need ti be manipulated to be used a certain way rather than just trying to dodge them but i did a double omen a fully juiced and amped DM10 without too much trouble and my only damage was from a point blank grab i shouldnt have even been close to to begin with
The hero RNG moves are a pain at times, the quick cuts that leave a line covering the whole screen, sometimes you can dodge, sometimes you get boxed in, depending on how exactly the cut goes. Again, really not sure how that's meant to be evaded. Similar with the faster cuts that just cover the whole screen safe for a bit on top in the middle. like 80% of the time being in that upper middle spot works, but then sometimes that's partially covered too and you take damage. Or when the bulb thing does it's circle move depending on the timing of other hero moves it creates situations where you're gonna take damage from one or the other.
And that's not even taking into account the skuls' screen bloat. Depending on which skulls you end up playing those harm more than the enemies stacking, sp basically never play certain builds unless you want to die randomly to stuff your own build hides with it's special effects.
I mean I'd say the base game is in a good state, but I think a lot of that also comes down to the player power being about in the right spot relative to all the issues it had since forever. You got enough damage when building well that those issues weren't a big deal basically, since part could be avoided by killing specific enemies fast enough it wouldn't create visual issues. But now in higher DMs it feels the game feel comes down crashing because you can't do that anymore and all the problems the game always had compund
What's more, rookie mode is turned off in DM, and unlike the base game where you could get incrementally more powerful with new artifact, skull unlocks and upgrading base stats. DM pretty much requires you to finish a run to get a new shiny upgrade, most of which just lessen the RNG a tad.
On dm before dm8, u can manage to dodge or take damage, because you deal enough damage to stack HP bone shrine while being able to kill everything.
But since dm 8, i feel like i'm forced to take pursuit on every run because without it, i can't dodge all attacks in crowded rooms like in world 3 when u encounter a freezer with a golem and a mecha and they hit so hard that i lost half my HP bar.
If the dash's cooldown was shorter, everything could be dodgeable and it'll be just a skill issue.
Dark Cyborg Ent in a enclosed space with the Disaster Ability? just dont get hit lmao.
a teleporting enemy such as the Demon Hunter or the Super Assassins in act one got the quarantine ability? That's on me I guess.
Those lantern enemies from act 4 that dodge away While TURNING TO FACE YOU every time you hit them got the PROTECTION ability? seems like a skill issue.
Trancendent teleports over the top of a Super Golem Summoner while you have a projectile based character and decides to deflect all your attacks and now you gotta deal with both a Transcendent and a Super Golem at the same time? guess that was my fault, Should have chosen a different skull I guess.
Trumpet enemy decide to snipe you from offscreen and push you in front of a Gatling gun shredding your health bar down to a pixel? whoops shoulda heard the trumpet over the sound of a machine gun.
Lightning mage in act 1 in a spot that's already awkward to reach gets the cannoneer ability so you gotta deal with lightning blocking your path, cannons building up over time, all to land like 1 or 2 basic attacks on the guy every 5 seconds because nothing in your arsonal can deal with flying enemies? oh well better luck next time I guess.
Carleon Sisters Boss decides to do that full screen phase 2 attack in such a way that the only possible way to dodge it is a small area on the top right of the screen in the air that you probably didn't even notice because you were to busy checking the ground only to realise that you cant even stay in the air long enough to avoid the attack completely because your using a power skull? whoops that's on ME I guess.
and that's all without bringing up the Dark First Hero.
However I remain steadfast about the constant and forgive me if this offends anyone, but lazy difficulty inflation in games. How do I make my game harder? Lets give the enemies more health and have them hit harder.... I appreciate the new enemies and bosses having new attacks in DM, as well as harder enemy density and type, both good examples of challenge done well.
If they felt the need to artificially make every high DM boss a damage sponge, that is due to broken gear/skull combos. Would have worked better to tone the damage done on some, increase the damage or utility on others and leave the game more skill based, rather than, you die in 5 hits and will spend 5 mins chewing the bosses health down while dodging screen filling attacks. All because you didn't run bomber/frost(which not only made it possible to finish the game, DM10 was by far easier than getting there once I got the build off the ground).