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The issue with this though seems..most people really dont want to do that. The avg player in this game from what i can tell just picks their heros till they get 5 and stick with it; same with origin if its a good one and see how far they can go. My assumption from this is partially based off the fact people in forums have admitted they hate the hero selection screen and just skip it every time they want trophys for a reward; so the mechanic ( that i assume is what the dev wants to push players towards ) isnt really being utilized much.
That being said..i gather the idea is to change your heros as you find eq to match what your finding and change them like a revolving door ( hence gaining trophys back for removing to recycle the upgrades to another ). The way people seem to be playing though is more; no..i have the hero(s) i want..just give me the items that make sense for them instead..and the game just isnt designed like that.
The RNG is eh..you do have to just kinda throw together what you can to make builds work. On higher difficulties thats even more the case where you have to be more optimized and its hard to do outside of just spaming mana regain/spell power on a healer and mass defense on a tank and hoping for the best in between really. Alot of times i admit the EQ i find just doesn't go with the heros i have and that generally is what tanks the run; since im guilty as well of not really wanting to have a revolving door of heros as i go and just sticking to what i picked ( fighting the stream in this case ).
Long term some agency over your character would be nice, but im not entirely sure how to go about it exactly. Like do you just have a algo for EQ better matching your current heros only ( kinda defeating the purpose of changing heros like the dev i assume wants people to do ); or some like meta tree down the road with some things to change gameplay some. I wouldnt say anything major but like find more heros of X type in the pools or increased X stat for using no hero of Y type in your group or bench,etc..
So yeah, a banish shrine or menu would be great.
I'm actually considering deleting my save file and starting over since I had way more fun without all the unlocks.
And yes: I've tried to go for hero swaps often in some runs, but the problem is: When you've already committed half an hour to a run and then three times in the row you only get heroes that do NOTHING for your chose approach that run it really hurts having left three rooms without any reward.
EDIT: One very spontaneous idea would be to let people LOOK at the hero offer and still pick from all other reward options if they choose to pick none of the heroes.
"I set out to get a specific team or build, and I incessantly restart until I get that thing. It's discouraging!"
I feel like that is intrinsically NOT possible, and you're ruining the game for yourself if you approach the game with that attitude.
Don't get me wrong. I go into games with specific ideas, too. Either for overall composition/strategy, or having a unique idea for how to build a certain character. Still, it's impossible to always hit what you're aiming for.
I think the way to play the game is to indulge your ideas and power fantasies as best you can, but that always falls within making the most of what you're offered.
I reroll for items A LOT. That's where you have the most control, and also how you utilize campfires/pathing each stage. However, I don't get all down in the dumps when I don't get that uber perfect BiS item/character. I get creative and use the best thing offered, when it's offered.
How do you guys make it through life without save-scumming and resetting? Not being sarcastic; really answer that for yourselves. How do you make it through life without being able to retroactively apply today to a thousand yesterdays?
You do the best you can. Want a bleed build? Go for it! But when your opening two characters don't offer ANY bleed characters, sure you can restart if you're pressed for time, OR you can see two you haven't tried in tandem before and try out that other composition that you've been thinking about.
Actually hit three people that perfectly synergize with bleed (or whichever strategy), and now your last two characters aren't remotely synergistic? Be thoughtful! Critical thinking, and problem solving are paramount for this game. One of the three options DOES have some way of benefiting your current setup. Bleed build? Take a high physical damage dealer. Burn/Ethereal? Take a high attack speed character with utility. Healers and off-tanks are almost always useful.
I've ran quite a few comps on Impossible that have only ONE surge character. Sometimes I run the surge items WITHOUT ANY SURGE CHARACTERS. Seriously. It's really strong. Go back and read how it all works, and what the items do. There's a lot of creative builds that you can implement into your current composition, regardless of investment to surge. Same goes for summons.
I don't have time to grab a bunch of screenshots and item names to put together a guide/example of all these things right now.
Changing out characters can be useful if you have someone that really has no place in your comp. I will say, though, that I only end up swapping out a character once every ten to fifteen runs.
Maybe I'll make some guides or youtube videos going over some of the concepts I apply to my runs.
For what it's worth, I'm not some all-knowing savant. I think I have quite the affinity for playing games of this nature, but how I play might not apply to how you play. So, be open-minded and give things a go. Remember that being limited/restricted in what you're able to do is where creativity often comes from.
Use what is offered to you! No run is perfect. On the very, very, rare occasion, you WILL get a god-run. Enjoy them! Smile and feel giddy, and laugh all the way to the ultimate victory screen. Out of the dozens and dozens of runs I've done, I've only had TWO runs that were beyond comparison to all others. Astronomical power and synergies. S+++ tier and all that. They are extremely rare in games like these. Don't play thinking that run of this nature are the normal. They are the umami, the miracle, the experiencing something in the world that no one will ever get to experience. Cherish them when they come to you, don't think you can materialize them just because you want them.
Cheers!
I have tried to play that way as well. Simply swapping out heroes that fit the items I got but that way, I have to give up synergies between heroes or it ends up in more fishing for not only a hero that can utilize what I got but that also fits the comp. Either way, it's a lot of RNG involved that feels just out of the player's control.
It really just becomes "play 10 runs and maybe in 1 it works" without much room to grow as a player other than "just play the lottery until the ticket is alright". As I said, I get that these games are about playing with a randomized ticket but there just isn't enough room to do that in this game.
It's not about wanting "god-runs" it's about the conflict of being all over the place with the things you get. Getting tank items for your tank or crit items for your crit physical damage based character is no issue at all, simply because the pool is small enough. Maybe I want attackspeed-crit but I get crit-damage-crit or physical-crit, that will work either way, they are all suitable.
But as far as the recipes go? There is just too much. I can reroll 10 times and offer up a third of my flame before I see a recipe that remotely fits the fully equipped character I have. My issue lies mainly with all the recipes. There are too many that are all over the place and there are so many bad ones that you rarely ever want to pick up.
I think the game will get "Lockdown" and "Banish" next to "Reroll" as other games have implemented it already. These will fit the game nicely and offer up more customization. I wouldn't even mind if the game got harder in return. I'd rather have a hard game that tests how well my idea of a build was rather than a game that is hard because it tests my RNG luck. If I lose, I want to lose because I made a mistake that I can fix in the next run. I want progression as a player who learns more about the game. Bad RNG is not a mistake I can fix in the next run. It is nothing I can grow from or learn from. I am at the mercy of luck and time.
Want a poison build? Grab and stick to poison items. Owning a bow will may quivers more common.
I could see that system in TLF where there's still the rng, but it can be slightly influenced by things such as origins and team comps.
I know there's a custom mode in the works so if that could satisfy both crowds,
I'm not sure if I'm any closer to solving the puzzle. I mean... I know what team composition that I'm looking for, but finding specific items has gotten harder, to the point that I feel like I'm wading through junk items, to find what I need. Unlocking Surge items was just ridiculous there's like 30 surge items alone and what if you don't have a surge character?
I've never finished the boom challenge once in 30 hours. The most ridiculous fight that I had was a boss fight that lasted 1 minute and 30 seconds.
BASE Cost of Reroll Increased (Read the next section for additional information on this)
Legendary Recipe Reroll : 5 -> 6
Rare Recipe Reroll: 3 -> 4
====================
Unlocks
You now receive unlock perks! The goal of these perks is to give you more power as you unlock additional unlocks to counter the dilution of the pool of recipes.
Unlock #2: Legendary Recipe Reroll reduced by 1 Flame (6 -> 5)
Unlock #4: Rare Recipe Reroll reduced by 1 Flame (4 -> 3)
Unlock #6: Legendary Recipe Reroll reduced by 2 Flame (in total) (6 -> 4)
Unlock #7: Rare Recipe Reroll reduced by 2 Flame (in total) (4 -> 2) + Shops are bigger (3 additional recipes) (This was already in the game after you unlocked Unlock #7 but it wasn't mentioned, now it's mentioned when you unlock it like other perks)
Explanation:
During the development (pre Early Access), when the pool of recipes/heroes was increased with new archetypes such as Surge, negative Attack Speed, Mana Regen and more, there was many changes and balance to help players get over the increased amount of items.
The cost of Rare recipes was at that time 5 and got reduced down to 3. The Legendary recipe cost also went down from 7 to 5. Additionally, the superior Heirloom reward which used to only give 1 superior heirloom was changed to also give + 1 normal heirloom rewards. Also, shops got bigger (3 additional recipes) after unlocking the Surge Unlock.
Giving all these changes at once from the start of the game (no unlocks) was a mistake, since it doesn't follow the dilution of items curve that the Unlocks create. Now, you get small perks as you PROGRESS through the unlocks. As a result, as the item pool gets bigger, the reroll cost also gets reduced.
Overall, Rare and Legendary Recipe Rerolls are now more EXPENSIVE with 0 unlocks but become CHEAPER once you reach the corresponding Unlock Perks.
What a terrible patch. For someone with all unlocks, nothing changes. As they said, they think it was a mistake to give all of these changes at once at 0 unlocks. They just make the game look more terrible on 0 unlocks so that it won't look that bad when you are at full unlocks in comparison but there is absolutely no change to the issue. Seems like they don't understand how much the item diversity is polluting the pool of recipes.
I literally deleted my save file to start over with 0 unlocks since I lost interest in the game after unlocking surge. I was hoping to see an improved reward system that considers the things you already have when offering stuff or atleast an option to ban certain items/relics/heroes from your runs but I never would have expected the changes he's going to make. This surely is going to kill the game for me personally - And I'm certainly not the only one bothered by the stupid RNG. Just watch some videos on YT of people doing higher difficulties. You will notice they reroll very often due to all the trash items which don't scale enough on higher difficulties or getting offered heroes who don't fit in their build.
The unlock after surge gives items that gain permanent stats on victory.