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Don't let enemies put you in disadvantageous positions. Use all of your tools. Reset rooms if you need to. Bait out attacks. Don't empty your Resolve. Go slowly and leave options open if you aren't sure. You aren't being timed in the main mode.
Try different classes to see if you like/dislike certain ones. For instance I cannot stand using the bows so I just don't, and that is okay. Do not forget your Talent as many of them have short enough cooldowns to use often.
Spin kicks can be set to use one key and I highly recommend using it.
The same defenses were made for DS2, doesn't change that the enemies were purposefully tuned and placed to punish normal play patterns. Ignoring the specifics of complains (like the regular blind corner room designs in RL2 that you likely fail the first time because even using the look command doesn't let you see the bottom of the vertical shaft you have to drop down) to instead spout generic platitudes about "getting good" was also quite common.
I'm aware of this one, I just don't want to have to relearn what muscle memory I have developed with the basic control scheme (although it's clear at this point that I'm going to have to do so).
The red mage used to shoot straight in the original Rogue Legacy. The added spread helps with making them more dodgeable in hectic situations and is a good improvement. The hitboxes are lenient enough, you can exit then reenter the room to reset them, and so on.
I have never been hit by a spikeball when transitioning between rooms. Either that's a bug or an extremely rare scenario. It's not a big deal.
If you could snap your fingers and make spin kicks strong, the game would be substantially easier. Especially the 2nd boss. A lot of enemies pretty much only attack sideways.
The game is fundamentally a roguelite. I've only played a small bit of the original Rogue, but I'd say it's a safe bet RNG ♥♥♥♥♥♥♥♥ is core. Let's compare with other roguelikes/lites:
In Noita, it's entirely possible that you teleport into a holy mountain and immediately a worm digs into it and angers the gods. Or, if you have the nuke spell unlocked, it may spawn on a wand in the snowy depths, an offscreen enemy can pick it up and shoot it and kill you without ever once appearing on your screen, through no fault of your own.
In Pixel Dungeon, you can walk on a fire trap with no water nearby and have your scrolls burn up, through no fault of your own. In the original Pixel Dungeon, that can include upgrade scrolls, which are fairly essential, though Shattered makes those not burn, but remove curse ones still do.
In Everspace, it's entirely possible that you simply do not find any nanobots to repair your ship for too many sectors in a row, or other similar death by attrition situations like not getting good enough weapons. That's why there's upgrades for that.
In both Spelunky HD or 2, it's possible a shopkeeper gets angered because an autoattacking enemy spawned near them/an enemy triggered a trap that ended up hurting the shopkeeper. Angering shopkeepers can easily be a run ender.
If you could beat Rogue Legacy 2 with some skill, no upgrades and no luck, it would not really be a roguelite. At the end of the day, you should be fine with tanking random hits for whatever reason and play around that the same way you play around the random layouts, enemies, relics, trait choice and so on. What happens if the children you get have pacifist on #1, one-hit wonder on #2 and associative agnosia + algesia on #3? It wouldn't be your fault you can't do the scar portals. And in extreme situations like the relics that make you die in 1 hit, you can plan out where you go and be extremely careful. It's a roguelite, you can upgrade your characters and massively improve how strong you are. It's not a soulslike.