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I guessed otherwise, because I was able re-equip the card already fully upgraded. I don't usually fully upgrade two variants, but this was probably an exception,
Thanks for the feedback...
It's not permanent though. You will eventually find that legend again :-)
Personally, I think such drastic loss should be kept for roguelike mode. Difficulty should just change how difficult the game is, not how punishing loss is. Otherwise, you disincentivize people from playing a difficulty they find fun, and the game becomes a boring grind.
I guess saying the loss is not permanent is like (beware, stupid example) if the Archdemon kills my dog, and then say "Sorry! But hey, you may eventually find another dog that's looks like your old dog and behaves likes it, so just put the same name on it".
I lost a few cool legendaries on my rogue, and still never found a replacement for them with quite a few hours played after that (and many other legendaries found).
If you are intent on keeping card loss as a mechanic, may I suggest a change that could create a more positive experience for the player? Rather than the player finding a new copy of that card, let the player find re-find their actual lost card. Give the player a much higher than normal chance to find the card that was lost, make it identified and at the same upgrade level. Include different graphics and animation so it is clear that the player is finding *their* card, not just a new card. You could re-use the anti-pope lost card graphics.
HOWEVER...
I dislike (intensely) the achievments which put you at geater risk of permanent card loss than you'd experience during normal (nightmare/massacre) gameplay.
For example, "Predator" requires that you finish a Big Nightmare game without any form of healing. Death isn't guaranteed, but without healing, you're going to have a tough time not dying. "Birthday Suit" is even worse, in that you have to finish a Medium Nightmare game without intentionally choosing/equipping any cards - which is effectively a guarantor of death.
In Diablo, "Hardcore" mode presented the possibility of permanent (character) loss, and I think that's an option in THIS game some people will like. Heck, play the game long enough, and I'm pretty sure everyone will come to enjoy it to some extent. The End Game in Book of Demons, though, is mostly about chasing achievments (or Leaderboard rank), so achievments which come close to requiring permanent loss are a real downer for me.
Just my 2cp
I think most of the achievements were set up prior to many systems in the game, like card variants, imposed cards, cursed cards, and (I think) permanent card loss.
Just thinking out loud, maybe repairing "broken" card with gold & rune cards would be a sufficient punishment?
In that case player both has to cover the costs, so death has weight, but also keeps the hard-earned card.
I would like to challenge myself more, but the idea of playing on Massacre simply doesn't make me happy with the current card loss mechanics.
Just out of curiosity, have you ever checked any Soldak game (Din's Curse, Drox Operative, Zombasite are the ones I tried)? It has a really cool "multiple check" for extra unique penalties on character creation, so there's a highly modular character difficulty in case you want an extra challenge, and on top of that, every time you start a "flexiscope" (yes, they actually have something really close to your idea, but even more complete, just not focused on time/reward calculus itself) there're also lots of modular options to define the challege.
Anyway, I wonder if it's possible/viable to create a modular difficulty to work sort of like in an RPG character sheet that has disadvantages and advantages, you know, disadvantages giving points, advantages spending points, and you have to level them.
So we could have:
"Disadvantages"
- equipped cards drop on body +1
- bosses curse cards +2
- imposed cards +2
- permanent card loss on death +3
"Advantages"
- bonus to magic find
- bonus do experience gain
- bonus to legendary find
- bonus to gold drop
Funny thing is I never thought of it so modular like this, and actually the name kinda fits the "Free play" name too well in my mind.
But the idea itself reminds me of an old suggestion I had of "bets", but I thought of them back then to be more random and totally optional to opt-in (like a bet with a fixed card set and permanent card loss to face 2 levels and kill all bosses, and get a spell legendary card as rewad).
You might not see card loss as a huge penalty, but to players like me, it is literally the worst penalty you can possibly have (other than permadeath). That isn't a hyperbole. I literally cannot think of anything worse than losing the hard earned items that I have an emotional attachment to. And this that is still taking into account that you can find a new version of that lost card.
I am also not sure why you see discouraging use of a players preferred variants as a positive. What is the point of adding legendaries and magical cards with multiple effects if you are only going to discourage the player from using them in endgame (where dedicated players spend most of their time)? Why should I keep playing the game and trying to find better loot if the game discourages me from using it?
However, we won't be adding or changing any major mechanics before launch. We have packed schedule for everyone on the team if we want to do the launch properly so the feature freeze is in effect. Stuff like this won't be forgotten though, we will come back to it and maybe squeeze it into the post-launch roadmap.