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Really it’s not realistic to expect to NEVER get hit in most runs unless you are playing on a pretty low mastery (see one specific bandit challenge to know what I mean, keep in mind that challenges appear to be based on mastery 0)
I don’t think it’s useless—it’s worse than that: it’s contradictory to the fact that the game functions best when you don’t get hit. This means that if you use talents on lifesteal, you are planning to get hit—and you absolutely don’t want to get hit. I indirectly stated that only the Mage and the Ranger feel good to play due to their intrinsic mechanics, which mostly lack any HP generation. This results in more damage and damage-output abilities on their skill trees. Meanwhile, the Summoner with lifesteal, the Warrior with life regen, and the Bandit—which outright doesn’t work for me—are not balanced with the fundamental game design of stacking combos to stay ahead of the difficulty curve.
The Warrior is the only combo-mitigating class I see that somewhat works around getting hit. Otherwise, it would be the hardest class to play. Basically, I view the classes as offering different playstyles, not different difficulty levels. If I wanted that kind of experience, I’d play PoE.
I would also be alright if they removed the health bar entirely and made it a single hit but buff everything up to compensate, make everything kinda glass canon like. Maybe make the lanes a little longer and improve bass range, I figure a bit more distance for those early rounds would be good.
This is neat but does it include the progression and circumvent the limited round time?
And you will usually get hit sometimes before you can snowball into unkillability. I will admit that the only time I’m going to specifically search for a pure defense talent is summoner lifesteal, because it’s honestly broken and summoner honestly kinda needs that variety of broken to compete for unreliably crowd control.
I do also seek out health talents for warrior, but mostly to power other talents like the impaler and the core talent largening.
And I also agree on the "combo should not reset" mainly because if you are combo broken, you suddenly lose the xp which would have allowed you to not get hit the following wave, and that's leading to lose from 2 to 4 levels every wave... which adds up pretty fast.
I can imagine a mecanic to counter that though : what if there were evolution and nodes to grant you xp when you get hit? not a small trickle, but something significant and worth the risk. Greed at your own peril. THAT would be fun. Could be cumulated with damage resistance and the whole bunch.
Mana classes could have access to "mana shield" and taking hits in it wouldn't break combo.
If gaining combo was a way to gather ingredients for the alchemist, I could see myself letting get hit to reset combo and then going up again for the easier levels of combo (but alchemist being what it is I'm not sure that would be enough).
Wanna get money? rob the ennemies as they hit you.
The game right doesn't want you to lose life. 1 because it's how you lose. 2 it's because how you stop winning enough. While the first one is understandable (you get hit too much, you die), the second just prevent you from salvaging your situation : enemies are gonna be tougher next wave no matter what, and you just got weaker (next level up is less powerful than intended) while you were weak enough to get hit. IF the player was one choice away from a game defining passive, it can be ok for him to continue (like pink arrows). Any other case he will save time by using alt+f4 because he know next wave he's gonna fall farther behind in the power curve.
+1 to these as well.
I strangely feel like you are defeating your own argument of "don't critic the game saying survivability is suboptimal every-time" with saying you should not HAVE to pick because you can pick any other of the 5 picks available. While what you say is true... it also gives credit to the subpar usefulness of survivability.