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The game does become a slog, this game is not meant to be played in one session anymore, if it ever was.
You are spoiled with high shards and gold but you don't actually need much to survive. Take some optional challenges and you will be upgrading cards you don't really need upgraded just because you have so much. Also, there are perks for gold and shards once you rank up some.
However, higher madness is like 5-8 not 3, 3 is like base madness. My advice is to work on your builds more. And uh, this game isn't Hades they can't just turn it into Hades, the most they could do now is give us a skin or card back for beating new madness (but that means locking them behind a skill wall, which is fine but feels bad to some players)
Yes I understand that having a big chest reward at the start may be too big of an advantage and I mentioned that having no chest makes it so perks that give more shards and coins actually have place to take.
Also I did try to avoid saying "High" madness because I understand that madness 3 is by no means a "high" one, thus referring to "higher" but not immediately pointing at the 10-12.
I'm aware this is not Hades, nor they should make it one, as these are 2 completely separate games, my comparison was between similar system in place to give a replay-ability: Heat (In Hades) and Madness (In Obelisk).
Skins for characters could also be nice instead of any increase in power, as for some people feeling bad about it - well there is already a card back that is unlocked if you beat madness 12
The chest system does not work well with multiple runs. Start a run with friends and don't have a chest? Guess you get 1% of the shards you would've gotten if you were on madness 3. Several times I've cashed in one big chest to split among friends who got jipped this way.
The chest system fails new players too. It's already hard to win when you don't know anything about the game, but you also get zero perks so all your damage and status effects are hard nerfed, and no supplies means your towns suck too. Now you get less shards than an experienced player too, despite your upgrades costing more?
The chest system incentives playing some runs at disadvantage and then some runs at advantage. You can play one run without cashing in a chest and then the next cashing in 2, or even only cash in chests once every 3 runs for maximum chance at winning. That's clearly horrible to play, essentially creating 2 runs or 5 hours of setup for one run.
Even if you don't do that, it still creates the problem of the feedback loop. If you spend a chest at the start of the game and then die early, you enter next run with an impossibly huge disadvantage, so much so that it still creates the problem of some runs with advantage and some runs without. It becomes very risky to try new builds and take risks, because you aren't just risking this run, you are risking the next run too. Plus, new players who struggle to clear the first world need to spend a few runs pushing their wall out just to increase their chest size like prestiging in an idle game.
There are only 2 benefits to the chest system. One is that it allows players freedom to create whatever decks they want if they are willing to spend time farming chests. This is essentially just a subpar sandbox aspect at the expense of people who don't want it. The solution is simply to add a sandbox mode where shards are unlimited, something the devs have considered (and can probably be modded relatively easily).
The other reason is something plenty of roguelikes do, which is a punishment for restarting. Slay the Spire provides 4 choices of boons at the start of each run, but it's reduced to 2 if you did not beat the first boss. This system means it isn't really worth it to restart after 5 minutes if you don't get good drops, which is nice. But why would Obelisk need this? It takes far longer to play, has built in reload combats, has said many times it is more of an rpg than a roguelike, and personally I don't think any player is resetting the game just to try and get rope or good shop drops to spawn, and if some insane player was then why hurt her fun?
Chest system is bad man.
And you were not just comparing Ascension systems, you were comparing meta progression systems in general. Obelisk is tied to rank, not ascension. Ascension is purely for fun and a challenge, nothing else. Hell, Hades is pretty similar, as Titan Blood can be purchased with keys and darkness, items that are earned simply by playing the game at any level. Even with hundreds of hours in the game, Hades still has plenty of extra unlocks to get, simply because the unlocks after a certain point don't help much compared to your skill. While you earn more for doing higher heats, the rewards can be earned without doing that and the rewards aren't needed. This is not true in Obelisk, as the skill expression has a peak since you really on your cards. A simple plus 1 aura is massive, a simple plus 1 damage will let you excellent early combats and does add up over time. You can't do what they did in Hades here, it does not fit.
I get it though, I got to like Madness 7 or 8 where starting energy get's -3, so you can barely do anything in the first two acts now; threw in the towel for now to just experiment with other characters I don't play with at lower levels.
If anything, I think the real issue is trying to have fun, but also not choosing a difficulty that is a cakewalk or an abrupt wall of frustration.
it's worse than a sandbox mode because in order to get 5000 shards you need a high winrate, and in order to get more than that you need to grind. A sandbox mode would be better to remove these limitations. Chest system is worse than flat shards for those who don't want a sandbox mode, for all the reasons I've listed, and worse for those who do, since there are still annoying limitations. Plus the psudo sandbox mode is only for lower level madness, but an actual sandbox mode would allow attempts at max madness with full builds, which some people might enjoy shredding the hardest enemies in the game with the best builds rather than just one tapping the level 0 cuck enemies.
Why push these awkward restrictions on players who want a decked out build from the start, ya know the type of players who would love a sandbox, and also limit new players who don't? I believe I remember the reason the devs keep it is so sandbox enjoyers can use it, and they expressed vague interest in a sandbox mode. Really it's the perfect fix.
The fact good+traditional players can leave the chest system doesn't change the pros of cons of the system. And since this pal was suggesting the chest system mayhaps be extended to all madness, I believe it was beneficial to explain why the chest system is bad for good+traditional players as well. Imagine a max madness player needing to farm chests for 10 hours to even begin a run for a high score, it plainly doesn't work.
then no nothing
Ok, I'm actually pretty sympathetic to that. To get at the heart of the matter, let me ask what you would think about changes along these lines: only single chests openable on any given run (I like the idea of saving more than one chest at a time, letting you choose from them and be less tied to a single wipe badly impeding progress), and rather than restricting them to some Madness threshold, perhaps implementing diminishing value (5-15% reduction per Madness level?) on use (aiming for something in the 20-40% total value available at the highest Madness). Maybe an additional Corruption option could be added to disable chest use outright.
I like that they chest system adds a game-to-game layer of progression which isn't the slow (and capped) growth of talent/perk levels or card unlocks, but also does not create the potential for infinite growth. I think creating the carry-over from previous games is a beneficial mode of progression to offer. I can understand concerns about having to farm in preparation for a run, but I think that short the multiple chest use per run option, that issue goes away -- rather it becomes more an option to build on prior success rather than to pressure you into preparation.
Then you _can_ force it on yourself and play "clean", or you can play high madness with chests.
Maybe having an arbitrary large number of Big ♥♥♥♥ Points attached to it so people aiming for a high score would have to play with it always enabled as well.
I do like this one, we already have additional modifiers on the side that can modify madness to be challenging even further, so moving chests there would be viable option so that people can always chose themselves if they want it or not.
I also support the idea of limiting claimable chests to only 1. You can still "store" up to 3 of them, but can only pick one, that will also push people to try and have better runs to get a better rewards.
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As a side-note I do also understand the potential issue with chests which @Catfish described, and starting without one isn't that big of issue imo. The bigger issue for me atm that really sticks out isn't getting a big cash/shard reward at the start, but rather it's not getting meaningful rewards as you continue playing, boss rewards give you a minuscule rewards as you beat them, obelisk corruption fights also scale very poorly reaching later Acts. As I stated before, beating Boss in Act 3 and getting ~200 gold is not a great reward as you are reaching the endgame.
You can make absolutely enormous chests, limiting it to one doesn't do much.
If anything I would say the main issue with madness is the combination of limited starting resources AND unconfigurable character start decks.
By madness 10+, you can only really consider building teams that are fairly well covered by starter cards. Unless you get amazing luck you can't bank on any particular side boards, so it's all about simplistic and straightforward (some may say boring) decks.
I think more lenient resource limiting at high madness could be okay, to allow a little more flexibility. But for their concept the current system is mostly fine, just normal mode "trains" players wrong by spoiling us with being OP all the time.
I feel like (if you notice this) it subtly encourages you to do some more runs on lower madness to work on your unlocks - characters (and character ranks), skills, perk points, town unlocks, and pets. You can start going into madness 3+ once you don't have anything left to use your supplies on, using them to replace chests, while still getting those last few perk points and such. Then if you're still wanting to continue playing even once you get to madness 6, then the game finally stops giving you any option to bring in currency from previous runs. At that point the game expects you to have everything or almost everything unlocked, and to have the knowledge to plan a cohesive team and a good route for them in order to continue to win.
The game went from roll face across keyboard easy, to WTF, i'm almost losing people on normal fights with the same team at madness 3.
Fights i finished in round one on normal took me 5 rounds on 3. I get you want a challenge, but mobs that dispell 3+ every turn is wtf...
I'm only on madness 3 and the game has already become unfun.