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[ROBES OF ULTIMATE DESPAIR]
On being hit by an enemy buffed by AGONY, 50% chance to grant you 25% of your SOMEHOW ELEMENTAL DAMAGE, raised to the power of your LOLIMANERD stacks, rounded down, but only once per prime number floor (if under lightning aura).
Tiny Rogues was never suposed to be a casual game ...i mean...yes casu still can play the game and win... but you need to think a lil bit more now and this is great!
Tailwind? Suppression? Power? all thoses things got a tooltip you can learn it ez. sure there is a lot in 1 PATCH. but WHY not just take 2min and read?
the game is perfectly fine. still early access... trying thing, the dev also listening to peep... , tweak and balance coming this friday too for more viability fix..!
im more into deeper system and i still think there is a lot of status , effect and other stats indeed..but... . but why not? you just can check the " A , B , C , S scaling " and go with this and still win. he added a lot of text to help player but you dont need to read each time . learn and evolve from this.
It takes its fun sides from there but it is a double-edged sword. Learning curve can be a bit brutal for new players.
Because its a roguelike, unlike PoE, theorycrafting stuff is unnecessary and won't work if you can't get what you theorized. I would suggest adapting and take flexible items/traits.
Also, I would like to remind, this patch was very long in the making, the dev probably had 2 ideas while finishing implementing one, which explains the SHEER amount of content. I am sure we would see little to no complains if these changes were over time consistently, instead of one big mega sized patch.
I really did not mean to whine. Just wanted to share my experience, and see if other players were are confused as me diving into this new update.
Let's take this... I would really like to read the toolips, but they're literally off the screen. What do I do then?
https://steamcommunity.com/sharedfiles/filedetails/?id=3123475663
Oh, and yes, I think TR used to be a "casual" game. But there was nothing wrong with that. A "hardcore" time does not have to mean "I have no idea what talent I'm picking".
What in the world does "global tally threshold" mean? The game sure doesn't tell you!
You just need to scroll (up if I remember)
I’m LOVING actually knowing what things do for once and how they interact with each other. Every other rogue like game just says “every hit gain agony and sassassfrass sauce for 3 moon shine mullets” with no further explanation and when I swing my weapon, a cow comes out and my Mac boom turns into a PC.
1) has the game objectively gotten too complex
2) has the game become worse at conveying information/managing that complexity
For 1), I think the game has gotten more complex (and the balance has suffered a bit as a result, which I hope will be progressively addressed), but it's nothing terrible. I'm a bit sad about certain things going away or some new mechanics (e.g. I liked the +10 Str = 1 Heart and such, and I think encumbrance has no place in what is otherwise a a pretty barebones arcade-y ARPG), but it's not like this is that hard to follow.
However on 2) I agree, especially the tooltip situation and the description of traits has gotten overly convoluted for what it actually entails IMO. The potion example is very egregious, though I'm also confused by why do shrines give you a consumable that gives you a bonus - what's the point of not just making them into potions? Shrines make sense because you *can't* choose when/where you make use of their boon, that's the constraint, you gotta activate the shrine.
Hopefully some things will be smoothed out, after all this is still just v 0.2.1. There's a long way to go to full release.
This change allows there to be more synergies and make synergies clearer. It also makes reading things take much less time once you DO learn what the effects do because effects don't need to be directly explained every time, once you learn what Supression is you don't need to read the explanation for it on all of the dozens of items that have it, you can see "+1 Supression" and know what it does. The tooltips exist for until you get to that point.
This has always been an RPG-style roguelike with equipment and traits that have synergy and individual effects. It's not new for the game to say "this does burn damage, this increases burn damage", and it's not more complex for the game to also now have synergy that says "this is an emotion buff, this increases the effects of emotion buffs". It's more content, not content that is more complex.