Deadzone Rogue

Deadzone Rogue

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Suggestions
1. Tech grants re-rolls:
- Able to buy limited rerolls per run(See - Vampire survivors/Soulstone survivors/Other games where you get a selection of perks as you level through the game), based upon amount of purchases. (Make it like a semi high number to start, so at endgame you can reroll x times)

2. Stat Page:
-E.G. I'd like to know exactly how much +cryo damage I'm doing, What's my crit chance, etc.

3. Drop-in Multiplayer:
- Runs can last upwards of half hour to 45, Being able to hot drop a player in would be great without having to restart (Would need to "Queue" upgrades based on rooms completed for the incoming player)

4. Mindless need tuning:
- On extreme, there's no amount of speed boost you can have to get away from them, and they'll shred close to 300 points of damage with a single swing. Took my group forever to get past the circular room on extreme (And only with well rolled pickups). After that, it was kind of a cakewalk. Meaning your difficulty on an extreme run peaks relatively early and then tapers off pretty quickly. So they probably need a balance pass.

5. Slightly better mitigation or better HP Gain for melee builds.
- Maybe have Lifesteal roll more often on melee weapons to reward those who get in the thick of it? idk.

6. Fire needs to do more damage.
-All of the other elements have some form of CC, Fire doesn't and does roughly the same if not less damage... The utility of the other elements far outweighs the minuscule damage fire does.

Just my .02 Maybe some of these are coming in the full version.. Either way, its super fun!
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Originally posted by Phoenix:
1. Tech grants re-rolls:
- Able to buy limited rerolls per run(See - Vampire survivors/Soulstone survivors/Other games where you get a selection of perks as you level through the game), based upon amount of purchases. (Make it like a semi high number to start, so at endgame you can reroll x times)

2. Stat Page:
-E.G. I'd like to know exactly how much +cryo damage I'm doing, What's my crit chance, etc.

3. Drop-in Multiplayer:
- Runs can last upwards of half hour to 45, Being able to hot drop a player in would be great without having to restart (Would need to "Queue" upgrades based on rooms completed for the incoming player)

4. Mindless need tuning:
- On extreme, there's no amount of speed boost you can have to get away from them, and they'll shred close to 300 points of damage with a single swing. Took my group forever to get past the circular room on extreme (And only with well rolled pickups). After that, it was kind of a cakewalk. Meaning your difficulty on an extreme run peaks relatively early and then tapers off pretty quickly. So they probably need a balance pass.

5. Slightly better mitigation or better HP Gain for melee builds.
- Maybe have Lifesteal roll more often on melee weapons to reward those who get in the thick of it? idk.

6. Fire needs to do more damage.
-All of the other elements have some form of CC, Fire doesn't and does roughly the same if not less damage... The utility of the other elements far outweighs the minuscule damage fire does.

Just my .02 Maybe some of these are coming in the full version.. Either way, its super fun!
Good suggestions. Especially #2, #4 & #6
Yeah mindless are absolutely busted, even with a ton of speed, dashing, and sliding, they still teleport ridiculous distances. If they're going to be so fast and mobile, they shouldn't be able to tank such an insane amount of damage.
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Showing 1-2 of 2 comments
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Date Posted: Feb 6 @ 7:55pm
Posts: 2