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He is playing a mage and I am a paladin basically. Tanky with healing.
yeah i'm playing a kind of spellmage and at first it was 5 levels but now it's like 10
& maybe some "anti-reroll" mechanics for shop refreshes/encounter resets (Exit game and rejoin with character) or (like a fight is still randomized before the first encounter, but is less random or the same upon retrying the fight after the first randomization of the encounter)
These are great ideas. We'll definitely implement them in some form or another.
I’ve been doing a lot of self imposed 1 death = deletion solo runs, and the biggest death count, just comes from being greedy with pushing for higher level missions. The preparation in picking starting skills, playing each battle carefully, and trying to bank on good loot, almost plays like a good rogue-like with the main thing being xp gain is slow to earn for a rogue-like). Alternatively, Ironman mode can offer challenge hungry veterans a good time for a normal playthrough.
Developers PLEASE pay close attention to the progression of characteristics and the complexity of the game with increasing level, enemies at level 34 already have 30+ K health, and bosses and all 100 K, at such a rate, to 50+ level the health of enemies will reach millionth values. And I did not touch on the damage of these enemies, where 1 spit is enough to die, and the enemy is not at all alone, and even a tank dies under the so-called team shot.
And if possible, adjust the difficulty depending on the number of squad members, a banal increase in the number of enemies instead of increasing their characteristics.
Red Dragon 34 lvl (regenerates 9.8k hp per turn) And attacks at 700-900 AoE + fireball at 900 + attack with claws at 400
https://sun9-9.userapi.com/impg/ldUiFnVIeWDixyJYUqg69aLmWJPfub739EtDPw/UiAjM2aaQD4.jpg?size=1920x1080&quality=96&sign=790e2c3e73714b795570af80efc81061&type=album