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However, I think if I could lie down in bed on my back, but still see the board with my helmet, that might be a pretty relaxing way to play. Kind of a polar opposite to most VR games where you're jumping around the room smashing your fingers against the walls.
I would love a game like this but a first person gauntlet style game with full combat physics where everyone starts beating the crap out of monsters. Maybe a bit like LFD2, but with more hand to hand and less need for automatic fire.
This can be achieved still and not have constant respawning mobs. More difficult levels that have more enemies and smarter AI, that should be how it's challenging...just respawning enemies for the sake of it is lazy imo.
There is nothing fun or satisfying about spending turn after turn clearing out trash mobs in a game where you have two actions per turn.
The enemie hp scale (1-4 hp if you play a single character, 5-10hp if you play a full group), but the numbers of enemies is constantly high. If you have bad luck you find yourself in front of a priest (who endlessly spawns cultists on top), a spider and a giant slime (which also spawns slimes). Worst of them being the plague rat which spawns rat nests all over the place and these spawn rats every 3 turns.
This has to be adjusted badly.
How do you "focus down" a giant slime (22hp), priest (12hp), skirmisher (12hp) and a giant rat(18hp) with 3 ppl? Tank? 1 turn to attack, 1 turn to replenish armor. Mage .. ridicilous damage output. Archer - 6dmg per turn (non crit).
I didnt say that this is the scenario all the time but if you are unlucky you become easily owerwhelmed. And that needs to be adressed.
I agree. The option to have different game modes to turn the spawn on or off might be way to please all play styles.
And TheOrigin, your examples aren't really great. Priests don't repeatedly spawn cultists like that and a King slime has to sacrifice it's attack to spawn a single slime, which in a 3 Player game can be taken out in one hit. The King Slime can also be instakilled with a bottle of lye. I've only ever seen Scab Rats place at most two rats nests. Once again, it requires them to sacrifice an action to do it and the nests take 3 turns to spawn anything after which they're just high HP doorstops. What they spawn are three rats who more often than not just run around randomly without attacking anybody, can be killed in one hit (if they don't kill themselves in slime or poison pools), and do very little damage. In all honesty, I'd be happier if the game actually worked the way you're describing it. It might present some challenge if they had synergistic enemy AI that actually applied pressure to the players.
There are so many broken mechanics in this game once you get to know them. Strength potions working for projectile attacks, Hunter's Mark stacking the damage bonus with multiple uses, coin flip, enemies taking multiple hits through poison, smaller enemies just killing themselves, charming monsters to attack each other, befriending Elven Hounds with the bone, ballista cheese, having a rogue go stealth and stand in a doorway to force enemies to reroute or backtrack, placing dummies, chaining pots, stunning heavy hitters, so many options for managing groups of enemies and giving yourself breathing room.
100% agree to disagree. As people explained above, the best option would be to allow an option for instant spawning or not. The shop isn't pointless if you don't pick up items/cards that you need/want, and they could have less loot on lower levels.
This "game is easy" attitude though isn't helpful. The game may be easy for you, but others may find it difficult. Or others may just want to clear dungeons like tons of other games let you do. Constant respawning enemies is lazy design imo and it seems like I am not alone in this thinking. If I knew this was just a wave shooter/fighter I wouldn't have bought it.