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Also the cards you unlock are usually way stronger than the ones you start with (like upgrading to gold makes little sense until you unlock some of the better gold cards).
Like I see this ones cardbased, what if you only got to select 2 decks? And thats your entire pool to draw from? Then you simply unlock new decks, maybe there are ways to draw from outside your pool but not much. And maybe ways to add on a 3rd deck.
Basically like, take the physical boardgame design solution for having too many cards.
My issue would more be, that at the start you are so very limited with the strategy you can follow. For example at the start Hellfire is just completely unviable. It's so hard to get the damage up, and the tower and garrison aren't really that good, when compared to holy or unholy.
All the strong blue/purple card unlocks are so strong, the damage boosting cards alone make the game too easy actually. The turrets you unlock are also goated and some of the new ones seem better at blue rarity than basic ones at gold.
Factually and mathematically, every extra card you unlock is an extra *potential* step in the way of reaching what you need. If anything just widening the RNG gap.
What compounds this is you can have a run ruined by said unlock system.
To explain:
As you run the game, combining 2 of the same card and tier seems to guarantee you get the same card upgraded as a option from the result, which is great.
BUT and here's the kicker;
If you don't have the next tier of that item unlocked, you will be given a random result of the combination. This often guts semi decent runs.
Its pretty clear early access testing was a bunch of people like pi73r who are a combination of lucky and already had everything unlocked. Arguably ignorant of the issue under theiur own nose.
This flaw is terrible for early experience and nearly nothing is explained well in the tutorial, not even the stone mechanics.
Also some of the employee abilities are written out terribly.
I'm not going to submit a bloody google doc report about this. ♥♥♥♥ that effort.
So first we discuss that unlocking stuff makes it harder and then you say early game is harder (so you basically totally agree with me but decided to say some bs about me xD)
But to argue some more
1. Just good at gaming instead of lucky
2. It literally takes no more than 7-8h max to unlock 80% of stuff
There are 2 forms of unlocks. Progression and purchased, both have potential negative RNG impact.
Your ignorance of reality of deafening, please do not respond to me.
Your attempt to blame it on everything else but your poor skills is amusing xD
There are tasks which are "play an entire run on Unholy SMG" or "Sunder". You start the game with 6 structures but unlock a lot more later on. To get that task you have to restart your run until you get one of the two over and over.
Of course rerolling cards is just RNG, but you also can get cards the give you a bigger pool to choose from when you upgrade or reroll, so those make it a lot easier.
The hardest thing always is just the start of the run. But if you got over Greed, you are pretty much in for smooth sailing.
Well, annoying RNG achievements are always in this kind of game. But those are usually just for the completionists.