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After playing the 2nd and 3rd round of endless mode, this became somewhat more doable as my wizard became more powerful. I withdraw my objection at the moment, pending further examination of the quest with various spell combinations.
Thanks for the many interesting updates, looking forward to the games' development!
So far, on the first round of endless mode, I just have to skip this one, it's not worth 2+ deaths trying for one augmentation. Later rounds when stronger it seems to work just fine.
But - having missed the first challenge and the upgrade, meant we then failed the sacrifice challenge on the next round.
To add insult to injury, we then got the football challenge again - at which point we drew a line under our losses and simply quit the run.
Both my friend and i are up for playing throw some poor RNG to pull the game back, but the spell cores challenge (at least on non-Verdant maps) has a disproportionate affect on your ability to be competitive.
I would imagine if this challenge was something you could "deselect" at the team and preference setup, a significant portion of the active player base would opt out.
We should provide some thoughts on what might make it more playable:
Possibly the balls are moved by damage from spells as well as direct contact.
Direct contact results in a period of "stickiness" so the ball comes with you as you dodge and weave (green cores for those that can be "stickied", red if it's on cooldown?)
A couple of seconds on invulnerability when you touch the core, making it worth taking the "suicide run" to get to the zone.
My thoughts might not dovetail seamlessly with game balance, but hopefully it helps fuel some creative solutions.
It is a tricky challenge but it is not an impossible one. Personally, I do not want the objectives to be too easy. Nobody said we had to manage them all every time.
Going outside and kicking soccer ball is WAY more challenging.
the problem is exponential collapse. if you miss one you may as well quit and start over because your run is going to fall apart quickly after that point. Then sometimes you get absolute cakewalk quests to do like collecting mushrooms or smashing statues. It makes the game difficulty spike wildly.
the issue becomes that if your character doesn't happen to get enough damage cards or high enough rolls on the damage cards you get to a point where killing stuff takes so long that you can't fix the problem. Also some characters are an absolute joke to start with.
the power difference in the early game between the sun character and the king character is ridiculous. Magic missile sucks sooooo much to use on the highest difficulty, where as the sun character will be level 16 before the first quest the king is lucky to hit that before the boss gets there. Because the faster you kill things the more spawns you get.
so there gets to be an exponential collapse and a vicious cycle develops where you can't do enough damage to get enough experience to do enough damage. Also for whatever reason this game has a major problem with having your damage output drop inexplicably. I feel like some of the things that divide the projectiles are also dividing the damage but not telling you. Sometimes I will be doing pretty well get a few upgrades and suddenly everything stops dying I look at my numbers and they are like half of what they were just a few moments ago. A game I was playing just a bit ago some of the numbers for damage I was doing were SINGLE DIGIT!
you can't tell me that's intentional when the base HP of the smallest enemy in the game is around 300 on the hardest difficulty...i'm going to take out some of these 100k hp monsters tickling for 8 damage a shot?