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There's too many enemies, their move/attack speed increase way too drastically, they deal way too much damage. It becomes a sudden death where if you don't dodge everything you get one shotted pretty much constantly and it makes the very few (2 as far as I know) healing spells way more useful than anything else in the game as long as you don't get one shotted (which is somehow possible with very high health).
I hope that the devs will manage to rework everything by the end of early access because the game is fun, but I still saying that the game gets less and less fun as difficulty goes up and it's not because it's challenging it's just because it's frustrating and less fair. And that never feels right.
Additively stacking percentage debuffs are INSANE for the same reason that multiplicatively stacking percentage buffs are insane. When you go from endless 3 to endless 4, you go from a 30% to a 40% debuff, but it's NOT a ten percent loss. Sure, you're losing another ten percent of the healing you had before entering endless/overlord, but you're losing fourteen percent of what you had left. It's more obvious at higher levels, if you could beat endless 8, you'd lose HALF of the healing you had left when you went through the portal to 9. (20% left to 10% left)
As for the Point of this thread i'll say the same..normally in games like this your best off going offense 99% of the time unless the game makes a decent system to scale off of defense or skills based around it. This game doesn't have a system based on defensive skills..its more offered as filler stats you can get but dont do much for you overall. You have the small instances of a skill or two that scales with Hp or armor..but even then your best off just using it on a naturally high Hp/Armor class and let that be your scaling over actually investing in any during the actual game.
So overall i would recommend not putting much in the way of armor or at least getting out of the negatives for some classes who have garbage armor so your at least not getting one shotted by stuff. Think long term balance will be needed and curses re looked at in terms of how to balance or make interesting without it being just a ♥♥♥♥ storm of spam all over the screen from mobs on top of other things.
One idea i had before i go was maybe beyond the balancing aspect of things is make it like a interactive type map or add stuff for yourself in the form of allies. Such as...the turret things that spawn..maybe have allied based ones that can spawn at higher curse levels ( to add some form of DPS; maybe even add it as a default mechanic and add skill choices for it etc ). Also the idea of maybe hero mobs that can spawn for you ( dont respawn; one time spawns that last until they die more less ). You could make these things a permanent addition or my idea being more a thing that only happens as you go thru portals to play longer so it gives you a reason to play maps beyond the first stage so players actually indulge in the mechanic of delving deeper knowing they'll get new things that dont happen playing only one map such as allied mobs or turrets or skills or unique maps ( similar to whats going on now ) that only show as you progress as a wow i gotta do more stages on my run so i can see <insert idea>.