Wizard of Legend 2

Wizard of Legend 2

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Agreus Oct 5, 2024 @ 9:06am
Rune/Difficulty mistake
I just wanted to shine some light on a (in my opinion) mistake a lot of games in this genre make, that I see here too, and thats that the rune-system takes away the postive options you unlock with meta currency when you up the difficulty.
This feels bad becourse you work to unlock something just for it to get taken away.

I would suggest to leave the 3 positive rune slots alone und just add more negative ones instead. People who want to play without positive runes can still unequip them for extra difficulty.
This is ,at least at the moment, even more important since you basically have no use for the first shops without the money rune.

Edit: For people who feel like they will lack recognition for their difficulty you could later add an archievement for playing the hardest difficulty without positive runes.
Last edited by Agreus; Oct 5, 2024 @ 9:10am
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Showing 1-5 of 5 comments
hariat droma Oct 5, 2024 @ 9:47am 
The Difficulty System is garbage actually. I did some Elementalist Runs. But the 30%more chaos gems is not meantionable and worth it at all. Just a bad filler where some nice to haves could have been.
Agreus Oct 5, 2024 @ 10:21am 
To be honest I didn´t even thought about the rewards. I just like to be able to choose my difficulty.

edit: I thought about it for a moment...
I think that we get a reward at all (in this case faster meta prograssion) may be a mistake.
If someone plays a difficulty (or in case of other games maybe a game mode) they dont like, just for some kind of reward, they are not having fun and if they are not having fun that defeats the purpose of games.
People need to leave this "grind" mindset at work otherwise they will never enjoy what they do.
Last edited by Agreus; Oct 5, 2024 @ 10:30am
Nimtherial Oct 5, 2024 @ 5:18pm 
Difficulty modifiers that are fun would be nice, double damage traps is not fun, double enemy spawns is.
NotsGNik Oct 5, 2024 @ 8:29pm 
Blud just set the skelly on fire
Eventide Oct 10, 2024 @ 6:33pm 
Originally posted by Nimtherial:
Difficulty modifiers that are fun would be nice, double damage traps is not fun, double enemy spawns is.
What's nice with something like double spawns is that it's harder but it also means you can get more kill counter, more signature gain, etc so that kind of difficulty can also enhance how you play.

Double damage traps doesn't really change how you play it just means that one time you accidentally dodge an attack into a pit you're going to be punished more.
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