Demeo
Uchidan May 9, 2021 @ 1:30pm
1
Constant spawning of enemies needs to go. Now.
If there were enemies that were spawning them that you could kill, that would be fine. But just spawning enemies for the sake of spawning enemies is not fun at all. You should totally be able to clear a floor and then pick up items you missed or whatever.

While you're here. Game also needs gestures really bad. Let us be allowed to point, give a thumbs up, etc. I swear the trailer showed gestures, but now all you can do is make lines. I want to see everyone's hands all the time and allow them to make gestures...thats what VR is all about.
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Showing 16-25 of 25 comments
isu-kun May 10, 2021 @ 11:11pm 
Originally posted by Uchidan:
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.

Sorry, but that never happens, especially if you're hording cards you don't want to "waste" and discarding trash cards to build the draw meter. Considering having no respawning enemies would make it so you rarely would even need to use cards outside of the refreshing ones, it would completely make the shop pointless. It also removes any sense of urgency to keep moving. Combat would just be kiting enemies to choke points where you can cheese them with either stealth or armor blocking combined with ranged attacks. The game can already run upwards of 2 hours for a run which is killing a lot of Quest users who can't hold out that long on a single charge. Backtracking to "safe" areas so you can clear areas without using a single expendable card is not challenging in the slightest and removes all sense of urgency from the game. And implementing such a system will just end up in people dropping out of games as soon as they find out you're using that game mode.

And sorry, but the game IS easy. Every game I've dropped into has had no problem blowing through the full run. Floor 2 is the only part of the game that offers any challenge whatsoever, but I have yet to see a group of 4 get a party wipe, even when they're mostly new players. The only time I've even seen a party wipe was when two people dropped out of the game. The game is designed based on board game mechanics and gameplay and if you put out a board game that you could beat 100% of the time even on your first try, it would get torn to shreds by the player community as being a boring game. That's a problem the devs need to address if they want to retain their player base long enough to get to the next DLC. Those who think the game is too difficult are a VERY small minority, while a lot of active players are starting to get bored and the game has only been out a few days. Most of the suggestions on Discord are about balance changes to make the game more challenging, especially the end boss.
D-.-RAiL May 11, 2021 @ 8:31am 
Most dungeon crawl board games have some sort of constant spawn or timer. I think people forget that this is a board game and it's meant to be consumed differently than just a regular video game.
Memento Moriarty May 11, 2021 @ 1:20pm 
I also disagree. Also, stop putting ultimatums in your title.
Lord360 May 11, 2021 @ 2:04pm 
Originally posted by isu-kun:
Removing the continual spawning would unbalance the game. Then you're encouraged to just clear the stage and then pick up all the loot at the end, which really makes the shop pointless. It also changes the tactic to just "run away and funnel enemy groups through doorways" since you know you'll always be safe backtracking. This game is not hard enough to justify dumbing it down that much. If you're really struggling, you're not using your cards correctly or playing to your teammates strengths. The game is structured so you don't need to horde most of the cards you get. Use the ones that are useful, discard the ones that aren't to get the extra cards for the party and use the gold at the end to buy more for the shop for the next floor. Floor 2 gives you so much gold, you shouldn't have any problems buying whatever you need for the boss level.

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.

I was also in the "boo to respawning" camp until I read your message and I think you make good points. I DO still like the satisfaction of clearing a floor and find it hard to fight that urge and just rush to the key though. What's nice about a game like this is that they can have campaigns that do have respawning and some that don't and then balance the enemies accordingly (or don't and just let people enjoy the different play style).

Like, maybe you have a campaign where enemies don't respawn, but rooms gradually get cut off (by poison or floor drops out or something)...haha, actually, I'm not sure that would adequately provide the "I cleared the floor" feeling, I just think it'd be a cool alternative scenario.
Uchidan May 11, 2021 @ 9:59pm 
Originally posted by Abecedarius:
I also disagree. Also, stop putting ultimatums in your title.

I also agree to disagree with you. Also, I'll do what I want :)
Ron Parker May 16, 2021 @ 5:01am 
Also would love to have the option to choose if I want spawns or no spawns
Esquire! Jan 30, 2022 @ 12:58pm 
Originally posted by isu-kun:
Removing the continual spawning would unbalance the game. Then you're encouraged to just clear the stage and then pick up all the loot at the end, which really makes the shop pointless. It also changes the tactic to just "run away and funnel enemy groups through doorways" since you know you'll always be safe backtracking. This game is not hard enough to justify dumbing it down that much. If you're really struggling, you're not using your cards correctly or playing to your teammates strengths. The game is structured so you don't need to horde most of the cards you get. Use the ones that are useful, discard the ones that aren't to get the extra cards for the party and use the gold at the end to buy more for the shop for the next floor. Floor 2 gives you so much gold, you shouldn't have any problems buying whatever you need for the boss level.

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.
Esquire! Jan 30, 2022 @ 1:02pm 
You seem to think you know what's best for all players here. I assure you do not. The simple answer here is to give us players an option to turn off/on infinite respawn. That is all. You can play your way, I'll play mine. Problem solved. Stop telling everyone how superior your play style is, I promise you no one cares.
Mcmardig Jan 30, 2022 @ 1:23pm 
Originally posted by Esquire!:
You seem to think you know what's best for all players here. I assure you do not. The simple answer here is to give us players an option to turn off/on infinite respawn. That is all. You can play your way, I'll play mine. Problem solved. Stop telling everyone how superior your play style is, I promise you no one cares.

I agree, and Im in the group that prefer infinite respaw for the extra stress instead of a hard start and boring finish. Just i prefer the more dificult the more fun. I would like to play a board that I lose 9/10 games becose im not as good as the board mechanic requires to be success, than win 9/10 games. I never lost in the Roots of Evil board. 3 trys, 3 wins and that is sad for me. I dont like that, so infinite respawn is the way to go for who enjoy discovering the right mechanics, and not just using random abilities with no positioning or enviroment strategy...
Stormwind Jan 30, 2022 @ 1:52pm 
I assume the original posters on here did a little L2P and are no longer bothered.
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