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imo, the difficulty is fine but the game is relied on RNG too much. There is literally nothing you can do if you just roll bad or even mediocre.
2) A total reliance on random is crappy. Players need something for continued effort. The ability to edit/edit out heroes, charms, and followers in tiny ways. Say for every 5 bosses remove an unwanted ally/charm for the next 5 games. For every 10 bosses defeated add a point of health, speed, or damage to a hero character. But of course no more than one time ever. In the current iteration of the game I can tell about how long the run is going to be by the stats on the starting hero, as they are quite limited.
3) An alert? It's called look before you do it.
4) An Inn would be nice to add to the trail. A spot to heal injured allies and add a point of health to all for the next fight only.
I get and appreciate the feel of building and playing JUST right to overcome a stacked deck...but when I get 3 fights and a boss in a row, multiple runs in a row, where the ONLY playable options are hard countered? Starting to feel like this is just a bash your skull game.
What makes RNG fun is you have to make do with the cards you are dealt and can't just memorize a bosses attack pattern like in dark souls or something.
Because people hate losing, and love to blame it on just "I got unlucky, game is slot machine" instead of learning what mistakes they're making and actually improve.
There is a slot machine rogue-lite called "Luck be a landlord", and its great. You can have player skill even in an RNG game, as witnessed by players on Youtube who have win streaks of 30 or more in this game. Were those guys getting lucky every single time?
Games of chance like poker are even played competitively. Again, it sounds like you just don't like RNG. That's fine, but that's not a flaw of the game.
On the one hand, yes. If the RNG is that high as you seem to make it, than yes it's them getting lucky.
As for Poker, there is a element of luck to it but at the same time there's a social aspect unless you're playing vs a machine.
The difference is how much skill there is in managing the risks vs the rewards and this game there doesn't seem to be a lot of ways of lowering that risk other than "Do the right build".
To your fourth point- I’m not sure what you mean by “high level” players. Maybe those who have reached the highest difficulties. For me at least, I had injured units many times on the first two tiers of difficulty. Those units have yet to be a part
of the reason I lost a run. In fact I can’t remember ever losing a single battle in which an injured unit participated. They always recovered. In the late game, particularly the last two or three battle, I could potentially see an injured unit causing some roadblocks to victory, but in that case the player probably shouldn’t lost the unit in the last battle in the first place.
And the game is somehow improved by it being a puzzle game where you try and avoid the game over indicator while also having to flawlessly keep track of a hundred constantly changing UI elements? Pants on head retarded. Showing the player what will happen in the next turn in an easily recognizable way doesn't detract from the game at all. On the contrary its having almost every run of mine end in one turn because of a simple oversight that could've been easily avoided if I didn't have 100 other things to look at that's detracting from my enjoyment of this game.
I think the difficulty is fine. If it becomes too easy you're just gonna get bored.
Some cards do need tweaking, though.