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We are doing some balancing on it. At the moment you need to change the monster too often yes.
We are working on solution.
Moreover you will have the possibility to custom a run (and remove the motivation lost on death :) )
i think motivation has absolutely no place in this game , game is already quite hard , and heroes depending on luck and composition i had cases quitte often that heroes ether wipe my all monsters before their turn(free hits before turn and then its heroes turn first)
this happens quite often , expecialy if heroe has super powerful damage abilities who can steamroll or pierce enemies or slow
ok , i get it this game is unfair/challanging , fair enough , but with monsters being basicly "useless cannon fodder early on with some survivability later when your lucky" your ading entire mechanic who not makes player pull his hair out each time heroes "once again wipe all 3 in 1 turn becouse they get so many free turns/hits at start of combat" but penitelises player for...what? for that game is unfair?
ether this mechanic would need to be removed or start of combat needs to be more fair as in current game(even with perks i unlocked before the update who supposingly make this mechanic easier) game is just horrible and not fun]
why are you adding entite mechanic who penitalises player for how "overpowered heroes can be on first turn" ether change this or the ether
i would not mind heroes being a bit less OP but be more tanky so it takes longer to kill them
We will try to improve the healing of motivation and we will add more way to heal it.
In anycase, if you don't like motivation you will have a possibility to remove it on the death in the next update ;)
1. Only lose 1 instead of 2 Motivation for dying in room 1 (they accept that they are cannon fodder)
2. Motivation ticks up once every 3-5 weeks*
3. Surviving/unplaced monsters gain 1 motivation
4. Getting a kill or a scare gives 1 motivation to the monster(s) that hit it last(/ever)
5. Change the therapist to be always available in the garrison screen, consider changing the event to make it a cheaper version of this.
*I was considering saying only for garrisoned monsters but that adds tedious micromanagement that would get old fast, person who introduced me to the game assumed that's how the system worked, due to the animation, and watching her stream doing all that was tedious.
1 - it's perfect in balancing term but I think harder to understand for new players
2 - hmm you mean every 3 weeks instead than during dungeon? It's a risk to spend too much time in management and not enough in dungeons.
3 - I think it will increase the problem room 1 / room 2
4 - we think about it but I suppose people will ask for "pass turn" option, it will generate unbalance between monsters (tank vs damage dealer).
5 - could be a nice solution, need to talk about it with Akrythael, maybe it will be too difficult to have a smooth interface on it.
We are currently doing a test with 3 as regeneration instead of 2 (and increase monsters with 4 motivation pool to 5). If it's working well it should be release with the next update this week
1. Only lose 1 instead of 2 Motivation for dying in room 1 (they accept that they are cannon fodder)
Though I always agree with 2 loss per death, this is a good idea. Because it looks like the problem lies in room 1.
Yes i understand that new player is important, maybe you could guide new players to play without motivation system? (it's optional you said before)
Empty room 1 is a solution, but you need to be precise on other placements, it's more complex instead, you don't want to hurt your boss. (risky, but yes, it's a solution)
Maybe a button of flee? after 2 or 3 whole combat rounds, if your guy(s) is still alive, the purpose should be already achieved, a button appears. Run!
And the custom mode will let you play in an harder mode than the ranking one.
Hey I don't want to sound like an ass. If you are getting wipes tho, then it's probably you fkn up, not the game being to hard or rng dependants, which isn't the case. Game can be managed to the point every run ends in a success. You have all the information given to you, before you're even forced to place traps/monsters. You see all the heroes weak points and should use your monster comps accordingly. Monsters aren't meant to wipe the heroes in first fight, you play as dungeon defender, so everything you place has a purpose of slowly grinding down the heroes. I usually scare/kill heroes on 2nd monster fight, sometimes some run/die faster, one or two may even make it to the dungeon master, but they are never in a shape to hurt him badly. Then, when you put some levels into monsters, they should never reach your master again.
@madsamurai => It's already in the options :)