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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.
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.
I also agree to disagree with you. Also, I'll do what I want :)
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...