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Ilmoita käännösongelmasta
i feel like you've never played a roguelike in your life and probably should steer clear of the genre for everyone else sake.
level reset is a stable of the genre. the point of the dungeon crawl roguelikes are to build up stats on weapons armor etc and try again and again.
that said will probably play a bit long, but right now not having a level reset kinda is a bummer.
that said looks like weapons and armor don't level so that offsets it.
Do you have a problem in life that you want to talk about? What drives you to attack people like this? Pretty sad.
I've played a lot of roguelikes. And I've played enough difficult games in my life to show that it's not the challenge that scares me. But I like to play games where the mechanics don't make me waste my time unnecessarily just to extend the game's lifespan. I hate this level-loss mechanic, that's my right, isn't it?
- Level / inventory +weapons is persistent across every dungeon so far. Your partner will also always share the same equipment so you no longer have to swap gear between them.
- Story dungeons have a lot of unlockable start points so if you die halfway or on a boss floor you can start directly on that floor with your progress again.
-If you die on a floor all of your xp and items you got on that floor will be lost and you will be sent back to your HQ as if you never did that floor to begin with, I'm not sure if it reverts your inventory entirely and will give you any of your consumables that you used back.
- All side quests I've received so far are considered their own separate dungeon where you can take your own stuff so there is no back tracking in dungeons you have already cleared.
- Item XP is gone entirely so there is no longer gear farming to level them up. + values are still a thing along with seals.
- Traps are somewhat more lenient from what i've noticed, I've stepped on Suwako's trap tile and it didn't give me spoiled food that was totally useless, although still a bit of a detriment to consume.
-Enemy scaling is a lot more difficult and seem to love to spam ranged attacks much more frequently.
-Partner AI is worse and kind of requires more hand holding to be as useful as it used to be. Your partner will no longer move around and attack enemies in front of you on their own, you have to manually set their AI to attack which means if there's any nearby enemies they will instantly charge at them instead of still staying behind you and moving within range when you are attacking. I have also noticed they no longer have fullscreen spellcards they would randomly do, at least with Marisa. Her unique spell card is just a single line penetrating master spark that is pretty weak, maybe this will all change when you upgrade more of their links.
- Enemy AI can still be a bit of BS with them spamming their ultimate attack on loop nonstop. It took me 3 attempts to kill the first real boss because I basically had to spend every turn healing since they would do anywhere between 60-90 damage to me per turn and I only had around 130 hp. Overall i still find the difficulty of this game drastically easier due to the checkpoints. Dying is barely a penalty.
Seeing how the entire game is persistent to Reimu it seems there will not be any old style dungeons until after you clear the game. There is the well at the shrine though so I imagine that will unlock at some point but whether or not its a forced naked is unknown. The game seems to place a pretty big emphasis on the new skill tree since it gives some decent passive bonuses so those dungeons would have to nullify those bonuses if you want a true naked dive.
It is your right, but then again, that's a core part of the rogue genre.
Heck, that bullcrap meta progression a lot of roguelites have, with your character gaining stronger starts between runs, ruins the genre as far as I'm concerned. If there's one thing that actually is a grindy waste of time in that niche of game, it's games that are mostly balanced for the kind of build only achievable with a buffed up start.
You waste much more time throwing runs at an almost unbeatable game with a meta progression that gives you the illusion of progression, than in a game like Enter The Gungeon where you're given the tools to finish the game right from a fresh start.
Unlockables are fine, but stat boost are a horrendous idea, screw Rogue Legacy for having popularized those.
Anyway...
As far as story content goes anyway, it doesn't. If you get KO'd, you're sent back to the shrine with the level and items you had when entering the last floor.
Fast travel will then allow you to get back to the zone where you lost quickly.
Making that part of the game less a Mystery Dungeon-like and more an old school RPG allowing you to grind.
that defeats the point of genre.
it's more sad to see people get upset over a staple of a genre. Getting mad at me for pointing out old school roguelikes probably aren't your thing is more sad. people who watch ranchy shows and get mad that it's ranchy is the same mentality you are displaying right now.
Thx for your answer.
You are the only one who's mad man.
And there are several types of roguelike, I asked because from the announcement, the mechanics of this game seemed a bit different from its predecessors. That's all.
I haven't played yet but if there is meta progression i wlll refund this so fast.