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It is true that Mana Purification (Azar B) is counter-intuitive now , it pushes you to get rid of Blaze as soon as possible. But it can potentially offer the most value of all signature spells when you roll big dice. Solarity (Azar D) is different but helps blood Azar a bunch to get specific dice values.
The entire point of the void mutations is to make the game more challenging , so only you can decide which levels make the game spicy enough and which are too punishing.
If you didn't notice , the update introduced mutator rerolls so that you won't be forced to pick those you really don't like , and can pick from different ones.
For the record , I find Shattered Spellbook (-1/-2 spell slots) very generous in points and very manageable.
While blood Azar remains as potent as ever , forcing a blood build on high mutation levels is seriously risky because of the increased health drain of fighting. As a result you'll have to heal at sanctuaries just to survive , instead of picking +maxhp , which may lead to an insufficient margin of hit points when the time comes to fight the act 3 boss. Healing spells can mitigate this however.
Radiant got some spells reworked because it was too easy to sustain a loop with countdown reduction , though I agree the payoff now is a bit low compared with the cost of setup. But more spells give bits of Radiant stacks.
Rupture builds can probably work fine if you can find synergistic spells (like Wildblaze Orb) , I haven't tried to go all in on Banefire however.
Countdown Azar gives some flexibility in spells , while Furnace is very good , so is Sacrifice.
I agree that Runes are too random in their current implementation. This may change in the future.
You misunderstood me. My problem with the RNG of mutations is that they are too varied in impact. If the mutations can be ignored by certain builds, then the run is not challenging. A fixed Ascension system is better because then there are minimal variance starting a run. Beating A20 is more meaningful because all the runs are mostly the same. You can't bypass the challenge by cherry-picking. It also means the devs can actually balance the game, to make sure each tier is as challenging as they should be. How are you going to balance a game already RNG-based with more RNG at the start of a run? Again, the fact that some mutations are ignorable means the one mechanism that is ensuring the difficulty of the tier is no longer there.
Deliberately picking mutations that are harder just because you want the challenge is counter-intuitive when these games are all about maximizing your wins and making the best decisions. It's one thing want to try a different build, maybe a less viable one. To picking mutations to give yourself more debuffs because the game isn't challenging enough.
Also, what's the point of Ascension if the game let you decide how hard it is? Isn't that the point of the tiers? Go down a tier or two if you can't handle higher yet. But progressing into a higher tier should be rewarding. Either you beat it or you don't. That is the challenge. Frankly that is the designers' responsibility, not the players. If you want to be able to customize difficulty to a certain extent within a tier, do what Hades do. No RNG.
I love how every time someone criticize a game's difficulty being unfun or badly designed. Someone has to default to thinking this is about not being able to beat the game or something.
This update definitely shook up established strategies and playstyles. It's very disruptive and that can be a good thing or a bad thing depending on each individual player.
However, on a personal note, this is the first time in my 100 hours that I felt genuinely challenged and required to learn new strategies and fail multiple times before being able to succeed.
Only been playing on difficulty 1, dont see any reason to go higher at all. Still feeling quite tough.
at 15/18 milestones now. Getting close to unlocking all loadouts.
For the Mutator system, there's a lot we can still do to improve it, and we're hoping to have time to take a pass on it for Update 5.
For unlocking things, we're also thinking about game-modes that allow players to disregard achievements and unlocks and play with everything if they so choose.
Spell balance is tough, Blood is potentially strong with enough setup. Its something we continually work on to improve, hopefully not nerfing things too much in the future and rather improve under-performing strategies instead.
Finally, since the original post, we have increased chance for Runes in spell drafts slightly and made Rune Drafts more common in Random Events for Act 2 and 3 specifically. Hopefully this is noticeably enough, or we might have to further tweak things.
again, thank you all for the discussion and the feedback :)