Rogue Legacy 2

Rogue Legacy 2

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Hyomoto Feb 2, 2022 @ 12:56pm
Mid-game resource grinding
Well, this got out of hand quick. Early game is pretty good, you generally find enough gold to unlock skills and classes, and beating bosses and a few special rooms will help you unlock equipment and runes. And then it stops. I'm not sure if I did this to myself, but I took the game's advice and put all my points into unlocking more equipment and runes. What the game doesn't tell you is that those materials do not drop in a quantity that allows unlocking them in any reasonable time period.

If you are like me, you'll start wondering: why couldn't you could just put equipment in the treasure chest? Its an asinine gameplay lengthening scheme: : first you have to unlock the equipment by grinding souls, then you have to find the equipment in chests, and then you have to grind resources to unlock it again. Three times I have to unlock this ♥♥♥♥♥♥♥♥. You think that's enough? I'm honestly shocked RL2 isn't flogging microtransactions, because these are the type of mechanics you'd expect to see in garbage tier mobile games.

Worst still, this isn't the end game. I'm just in the tower, I'm like half-way through the game and I'm already being expected to grind? I honestly don't know. Maybe I shouldn't have unlocked stuff with souls. Of course, if I hadn't done that there wouldn't be *anything* worth finding in the chests. So ... I have to either grind myself stupid to find stuff to grind for, or not grind at all and just stop unlocking things halfway through the game?

I'm sure someone likes this, but given the choice to skip it I bet the "fans" would be quick to line up. I'm reminded of the weapons breaking in Breath of the Wild. Doesn't matter how much you defend it, if I let you turn it off you would. Same here.
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Showing 1-15 of 18 comments
Gnodab Feb 2, 2022 @ 2:16pm 
So when you say mid-game, are you talking about later NG+, or are you still on the first playthrough? Because if you're grinding equipment and ore on the first playthrough, it's going to take a very long time. But once you beat the game you can go into NG+ which has much higher gold, ore and aether drop rates making it a smoother experience.
Yoongling Feb 2, 2022 @ 3:27pm 
yeah what this guy above me said. Just do NG+ and you'll quickly unlock everything. The bosses are fun to beat anyway.
<:) Feb 2, 2022 @ 5:39pm 
> Worst still, this isn't the end game. I'm just in the tower, I'm like half-way through the game and I'm already being expected to grind?

The whole game is grinding. You're expected to die and start new runs, completing the same biomse and fighting the same enemies over and over. The soul shop is irrelevant until ng+ minimum.
By your definition this entire game is an 'asinine gameplay lengthening scheme'. The game is literally 'fight these same dozen enemies in the same 5 biomes with the same 6 classes over and over until you can't be ♥♥♥♥♥♥ any more'.

>I'm sure someone likes this, but given the choice to skip it I bet the "fans" would be quick to line up

Most people playing the game like this and knew what they were buying before doing so, and don't want whatever streamlined design you think would be better.
Hyomoto Feb 3, 2022 @ 5:34am 
Originally posted by <:):
By your definition this entire game is an 'asinine gameplay lengthening scheme'. The game is literally 'fight these same dozen enemies in the same 5 biomes with the same 6 classes over and over until you can't be ♥♥♥♥♥♥ any more'.
You have a weird way of agreeing with people. I know you didn't read my whole post, but your comment here just supports what I said. If the point of the game is fight six enemies in the same five biomes until you can't be ♥♥♥♥♥♥ any more ... then why get in the way of that? That said, don't argue in bad faith. If this change were made you wouldn't prostrate yourself before the developers and beg that they add more grinding to the game. The fun isn't grinding resources, it's building a character. My Breath of the Wild comparison is apt, this is one of those things that people will defend but also wouldn't actually fight. I won't say it's impossible your favorite part of the game was running around aimlessly looking for randomly-spawning resource rooms, I just wouldn't believe you if you said that.

@Gnodab and @Yoongling, that you for your replies. I thought that might be the case, I appreciate the confirmation that this is supposed to be a NG+ activity. It is a little weird that you can reach it so early though. LIke, maybe the scars shouldn't be unlocked until NG+?
Last edited by Hyomoto; Feb 3, 2022 @ 5:42am
MagiMelkor Feb 3, 2022 @ 10:04am 
Talking about mid game while not even being on ng+. You have people who beat the base game in under 30 mins. NG+ is really where the games starts, you are still in the tutorial.
Gnodab Feb 3, 2022 @ 11:01am 
Originally posted by Hyomoto:
@Gnodab and @Yoongling, that you for your replies. I thought that might be the case, I appreciate the confirmation that this is supposed to be a NG+ activity. It is a little weird that you can reach it so early though. LIke, maybe the scars shouldn't be unlocked until NG+?

Not necessarily. It took me like 20 hours or so to beat the game the first time, and that gave me plenty of time to explore Scars, most of which were well beyond my skill at that point. For most people the game is way too hard, but others just blaze through it, and that's what NG+ is for. Originally, the devs expected most players to stop before NG+5, but here we are capped at NG+30. In fact, they've recently made changes to make equipment and runes drop at a steady pace throughout NG+ levels so players don't just get everything all at once and be resource starved.
Rhadamante Feb 4, 2022 @ 1:51am 
I wish people were more civil and understanding...
Guys, when someone comes with what they think is a fair criticism (whether it really is or not) try to understand where they're coming from and if you think they're wrong, try to explain to them why.

Anyway, @Hyomoto, your main problem is really simple:
You're focusing too much on the unlocking/upgrading of the gear/runes.

Don't get me wrong, both are important and can make a difference, but the one thing you need to focus on in the early game is: playing and upgrading your manor. You'll get more out of your manor and faster, than focusing on gear so much.

Don't go chasing after this gear piece or that one rune, take what you receive, upgrade what you can and focus on beating the game first. Bosses are a great and consistent source of both ore and aether, Commanders and Fairy rooms too. You'll get more of these the more you play and the higher NG you reach, so just play.
You're not expected to unlock and upgrade everything ASAP, it's an ongoing thing.
badgerfroth Feb 4, 2022 @ 2:00pm 
Get into Ng+ and treasure will start to fall front the skies.
Especially NG,+3 onwards
Whiplash Feb 4, 2022 @ 4:50pm 
Originally posted by Gnodab:
Originally posted by Hyomoto:
@Gnodab and @Yoongling, that you for your replies. I thought that might be the case, I appreciate the confirmation that this is supposed to be a NG+ activity. It is a little weird that you can reach it so early though. LIke, maybe the scars shouldn't be unlocked until NG+?

Not necessarily. It took me like 20 hours or so to beat the game the first time, and that gave me plenty of time to explore Scars, most of which were well beyond my skill at that point. For most people the game is way too hard, but others just blaze through it, and that's what NG+ is for. Originally, the devs expected most players to stop before NG+5, but here we are capped at NG+30. In fact, they've recently made changes to make equipment and runes drop at a steady pace throughout NG+ levels so players don't just get everything all at once and be resource starved.

Couldn't agree more tbh. I just recently started my 3rd new fresh profile and I can definitely say time and practice go a long way. Once you get past the growing pains and get a good feel of what does and doesn't syngerize well together, the game really starts to open up. Especially given the current NG+ cap (GL to anyone in the 20s, btw. It's definitely a challenge, even to experienced players.)
Hyomoto Feb 4, 2022 @ 5:41pm 
@Rhadamante - That's tricky, because it's not exactly true. Consider for a moment that you upgrade your strength in the manor. At first the boost is large. The second time you do it the effect is doubled, 1 > 2, but each point diminishes the return. 33%, 25%, 20%, etc... Basically as each point becomes less and less important, they also become more and more costly. That isn't to say you shouldn't do it, a 5% improvement is still an improvement but for each gold spent the return starts to flounder.

How many points of vitality would it take to survive one extra hit from a boss? It depends on the class of course, but compare this to armor that reduces damage by a static 1 per to a max of 35%. Yes, the manor is *easier* to upgrade because it only costs gold and that's a very common resource, but reducing damage taken by 7 is just much more beneficial than boosting vitality by 1.

Which brings me back around to my response there. It's fair to ask: if this is not the intended path for pre-NG+ gameplay, perhaps it just shouldn't be available? I'm not a big min-maxer despite what my words above may suggest, but if I'm feeling the squeeze my impulse is not to grind out miniscule upgrades, it's to look for what the most significant and beneficial boost will be.

However, I will stand by my other comment: blueprints are really just asinine. I get it, it's there to drag out the game but that's the problem: the game is already long and resource farming isn't the fun part. So just put the equipment in the chest and cut out the middle man. I get that won't happen but I will defend that it would be more enjoyable. It's not really fun to find blueprints as it's like, "Ah, cool. Don't have the resources for that." In some cases it's annoying, "Well, I wanted gold but instead I got a blueprint I won't be able to use for some time."

Speaking of which, there is something else that would help with that. Why are the bonuses *also* hidden? Maybe I'm just not a total roguelite fanboy, but not knowing what the set bonus is going to be also makes it hard to want to invest in a set that might not even cater to whatever I think my playstyle is.
Last edited by Hyomoto; Feb 4, 2022 @ 5:42pm
Gnodab Feb 4, 2022 @ 8:21pm 
Originally posted by Hyomoto:
Which brings me back around to my response there. It's fair to ask: if this is not the intended path for pre-NG+ gameplay, perhaps it just shouldn't be available? I'm not a big min-maxer despite what my words above may suggest, but if I'm feeling the squeeze my impulse is not to grind out miniscule upgrades, it's to look for what the most significant and beneficial boost will be.

Ultimately, upgrades aren't the point of the game. They're part of the game, and they're an option to help you get stronger if you need it, but if you form a mindset around stat grinding to victory, you'll miss the real point of the game, which is to master the many mechanics in place.

For example, I beat the game in around 20 hours or so, but I didn't actually start using Spin Kicks in combat until about 70 hours. I didn't start weaving in spells in any sort of refined fashion until 150 hours. This game has a great deal of depth to it, and it takes a long time to appreciate how much you can do with just the base character.

Equipment sets for the most part just give you big stat bonuses. Big multipliers to a particular stat, or a big increase to healing on kill. That is 90% of the sets in the game. And that's most of what the Manor does too. All they do is empower your basic skill set, which you will slowly develop over dozens, if not hundreds of hours.
Rhadamante Feb 5, 2022 @ 3:26am 
Originally posted by Hyomoto:
@Rhadamante - That's tricky, because it's not exactly true. Consider for a moment that you upgrade your strength in the manor. At first the boost is large. The second time you do it the effect is doubled, 1 > 2, but each point diminishes the return. 33%, 25%, 20%, etc... Basically as each point becomes less and less important, they also become more and more costly. That isn't to say you shouldn't do it, a 5% improvement is still an improvement but for each gold spent the return starts to flounder.

How many points of vitality would it take to survive one extra hit from a boss? It depends on the class of course, but compare this to armor that reduces damage by a static 1 per to a max of 35%. Yes, the manor is *easier* to upgrade because it only costs gold and that's a very common resource, but reducing damage taken by 7 is just much more beneficial than boosting vitality by 1.

I didn't say it was more efficient cost wise and it's not about a % increase/gold thing. I simply said you will get more stats and faster from the manor than from gear in early game. There are more readily available upgrades and as you said, they only cost gold. Unless you're really good at the game and never die (in which case you don't really need all of that).
Gear require to find the blueprints, then they require ore on top of gold to buy/upgrade, it requires eq. weight to wear, it requires surrendering resolve (at first at least). It's a bigger investment early on than manor upgrades and requires making choices. That is not to say you should ignore it, just don't spend all your time worrying about finding all the blueprints, buying every piece and upgrading everything ASAP.

Regarding Vitality, 1 point in it is at a minimum 6 more hp (for fragile Ronin) up to 10 more for the tankier classes, so early on, before you start stacking more armor and those sweet folded runes, those first 10 points in vitality in the manor will do wonders for survivability (and there's 20 more following).
But again, it's not an either/or situation. You should stack manor stats and stats from gear, just don't get in a grinding mindset trying to get all the gear unlocked/bought/upgraded ASAP.

Originally posted by Hyomoto:
Which brings me back around to my response there. It's fair to ask: if this is not the intended path for pre-NG+ gameplay, perhaps it just shouldn't be available? I'm not a big min-maxer despite what my words above may suggest, but if I'm feeling the squeeze my impulse is not to grind out miniscule upgrades, it's to look for what the most significant and beneficial boost will be.

The gear is available for you to unlock/buy/upgrade early but that does not mean you should focus on it early. It's like packing food for a trip, you don't eat the food at the start, you wait until you're hungry.
Imho, the intended path is: just try to beat the game and if you can't, use what's available to you to become stronger. That can be gold put into the manor, or gold put into unlocking/upgrading gear.
Those minuscule upgrades in the manor might not be much by themselves too, but they add up quick (and easy) and you might get to unlock a new class which can help a ton more. Not exaggerating, a different class, without even taking the useful masteries it'll bring into account, can completely unlock a part of the game that was giving you headaches.

Originally posted by Hyomoto:
However, I will stand by my other comment: blueprints are really just asinine. I get it, it's there to drag out the game but that's the problem: the game is already long and resource farming isn't the fun part. So just put the equipment in the chest and cut out the middle man. I get that won't happen but I will defend that it would be more enjoyable. It's not really fun to find blueprints as it's like, "Ah, cool. Don't have the resources for that." In some cases it's annoying, "Well, I wanted gold but instead I got a blueprint I won't be able to use for some time."

Imho, it's all about choices. If you could find all the gear easily or if you could unlock/upgrade them easily, it'd be a no-brainer. Instead, you have to deal with the randomness of the drops, juggle with the resources and make decisions.
Hyomoto Feb 5, 2022 @ 4:55am 
Well, I can't deny that this does at least let you *decide* what to upgrade, but that's sabotaged by not showing you the set bonuses until you've unlocked enough to reveal it. For what it's worth, I like Rogue Legacy's gameplay. I like the bosses, the enemies, and the classes. The movement is fun and fluid, and the attacks are punchy. Enemies rarely feel like they just won't die, and the player is vulnerable. The rogue "lite" elements really are the weakest part of the game by a long shot.

It works maybe for an early access game that is trying to pad out its content while players wait for a proper resolution but it's not more fun than just finding equipment and fighting the final boss. We're already doing the scars. We're already searching randomized rooms. We're already doing skill challenges. We're already having to die and return to equip our newfound stuff. So, here's the thing. You disagree, yeah?

Originally posted by Rhadamante:
Imho, it's all about choices. If you could find all the gear easily or if you could unlock/upgrade them easily, it'd be a no-brainer. Instead, you have to deal with the randomness of the drops, juggle with the resources and make decisions.

How does resource farming increase decision making? I'll agree that choosing what to unlock is at least a decision to be made, but you only have to make that decision because you find more blueprints than you do resources to unlock them. I would also argue the important choice is in what to wear, not what to unlock. It's not like you can equip everything, and you already have to grind manor upgrades to wear the best stuff so ... are you sure this is an interesting decision to make?

If you want the game padded out then yeah, it makes sense. It keeps the player with a todo list. However, in a game that already has plenty of more interesting todo lists, it's hard to see how this particular todo list is vital to the experience.
Last edited by Hyomoto; Feb 5, 2022 @ 4:58am
Honestly, I also feel like gaining equipment requires a bit too many steps for my liking. Getting the blueprints, farming the gold and ore, and then you still have the balancing act of equipment load and resolve. Now in NG+, those things are not an issue, but obtaining equipment still felt slow in the first playthrough.

However, I appreciate that equipment is not as important as in RL1. Ive stuck with mostly just leather armor for lots of resolve bonuses. Most armor set bonuses felt pretty weak compared to the extra resolve you can use to make strong relic combos.
Rhadamante Feb 5, 2022 @ 9:41am 
The unity bonus being hidden is a fair point, and you could make a valid suggestion to have at least the first one visible to give an idea of what to expect with the sets, even if you have to discover the 50 and 100 one after that.

But I have a problem with that "resource farming" you're talking about. I have never felt I had to stop and farm resources. I just played and bought what I could/seemed useful along the way. Like I said, you're focusing too much on trying to get everything ASAP.
You can finish the entire game with zero upgrades or equipment bought if you have the skills. If you don't, then use what you earned to make up for it. This isn't a game where you actively hunt for the resources to build stuff like in an RTS, you just make do with what you have.

Originally posted by TheHeroOfTimeAndSpace:
Now in NG+, those things are not an issue, but obtaining equipment still felt slow in the first playthrough.

However, I appreciate that equipment is not as important as in RL1. Ive stuck with mostly just leather armor for lots of resolve bonuses. Most armor set bonuses felt pretty weak compared to the extra resolve you can use to make strong relic combos.

This is what I was talking about. Early on, gear isn't that important, and later on, when it is, you're most likely in NG+ and the resources will follow.
I mean, you don't even have access to some of the sets until you're in NG+ anyway. Don't feel like you need to grind for resources yet.
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Date Posted: Feb 2, 2022 @ 12:56pm
Posts: 18