Monsters' Den: Godfall

Monsters' Den: Godfall

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My array of criticisms so far
To start, there are a -lot- of nice and useful things that seem to have been removed between this and Chronicles for no discernable reason, among them being:

We can no longer see the line that displays the path the party will take when we mouse over a room we can move to. It's just a faint outline of the destination room and any danger room along the way, which isn't enough of a heads up in my opinion.

We can no longer clearly see the completion % of dungeon floors and must hover over the banner containing the dungeon's name, which means a lot more tedious searching and observing for anyone who doesn't explore the UI thoroughly. Oblivious completionists, beware.

Some of the important detail of enemies is now missing or not displayed when it needs to be. Is getting into a battle and looking at them before it starts the only way I can see the level of a dungeon's enemies? Why can't I see the numerical health and power values of ANY characters in or out of battle without pulling up that stupid full character info sheet again and again and again? And why can't I see what upgrading strength, intellect, dexterity, or endurance will do anymore?

There are probably other, more important things. I know there are, in fact. I can -feel- that they're missing, I just can't properly pin them all down and name them. But hey, it's been a while since I've played Chronicles and I've only played Godfall for 2.5 hours so far. ¯\_(ツ)_/¯

Some other gripes and things to note:

Unholy Aura halves healing. Really? Like, actually, why? I started on veteran difficulty which is already almost kicking my butt as it is, and then my second dungeon of the entire game throws this nonsense at me? Is 50% less effective healing supposed to add some new layer of strategy or depth to the game or something? Don't you think it's a little bit excessive? Let me answer that for you. It is. It essentially makes any healer in the party a waste of space since even the weakest enemy attack outweighs my strongest heal. And changing the difficulty just because of that one condition shouldn't be the answer to fix that, neither should having to replace the character for efficiency reasons solely for that one dungeon.

Something feels really off about the "skill upgrades." By all means, I love the expansion on them, but some of the upgrades seem completely meaningless even if I had nothing else to dump the points into. Why would I want an extra 10% damage on a skill that already deals 50% base damage and is meant to be used for its CC, not its damage?

Something also feels off about the loot. My first few regular dungeon chests had at least three equipment items each, all of them having at least two greens or better in each one. My very best locked dungeon chest had nothing but a gray equipment item, and an elixir of alertness. Nothing else needs to be said on that. In addition, level 11 enemies are sometimes dropping loot for level 7s in my save.

It'd be really nice to have a more friendly and maneuverable camera. As it stands, all we can do is zoom in or out. And we have to do it every time we return to the screen from another screen since whatever we set it to doesn't stick. If we want to actually see where we're going, we either have to annihilate our mouse wheel or just bull rush into it without any care.

Some sort of bug I noticed early on. A stun from shield bash said it didn't stun, and acted as if it didn't stun, but it still did. There was no floating text, their action clock didn't turn white, and the action clock continued as normal, but as soon as it filled, it said -Stun as if they had been stunned, and skipped their turn.

Saving during a battle and then loading that save plops you back into the battle with all the enemies alive. And that on its own is fine, it mitigates savescumming. But all of your party's characters load in with the health and power they had when you saved, while the entire enemy party is fully restored and renewed.

I'm getting mismatched dungeons and permanent pointers stuck on screen that don't actually point to anything as a result, even when I abandon the bugged, uncompletable quests. Wasn't this an old beta bug?

Maybe give us a little more hotbar room for skills? I haven't even chosen a subclass for him yet and my tank is already 1 space away from being totally full.

The Methodical fighting style seems pretty inferior to the Sweeping Strikes fighting style. You miss out on 12 quickness and ignoring enemy evasion, just to get 10 power regeneration? Am I missing something here?

Typos found so far: http://puu.sh/wDQkh/5b59e2b866.jpg
http://puu.sh/wElNw/ba02168588.jpg
http://puu.sh/wEX2R/64534e0bc1.jpg







Loving everything else so far, though. The "retiring" options and all the new skill investments and such will allow a lot more replayability and versatility with character building. In Chronicles I always just found myself sticking with the same 4 characters and building them up and up and up far beyond when I unlocked all the skills. It was reliable, but not satisfying.
Last edited by Domino/DarkEyv; Jul 9, 2017 @ 11:40am
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Showing 1-5 of 5 comments
samuricex Jul 6, 2017 @ 9:01pm 
Why are stats and skills often not explained? WTH does Str, Dex, Int, End all do? Besides the skills claiming to scale with those stats, I really don't know what else they do. Start the battle/gain X ability on hit... You know, it would be nice to know what that ability is and what it does. It tells you how much armor, etc. you get, but if it's a random passive ability you're not told what it does at all.

I'm on my first quest and running into groups of six. That wouldn't be so bad if everyone and their mom didn't heal themselves and each other. Like really? I'm spending a whole turn not even killing one guy and he's getting healed back up to full while the other guys beat the rest of my team into submission. Mass heals seems a bit ridiculous for a first dungeon when my own healer can barely keep up with 2-3 attackers.
Last edited by samuricex; Jul 6, 2017 @ 9:01pm
Torzelbaum Jul 6, 2017 @ 9:02pm 
Expored and completed % will appear when you hover over the "banner" in the upper left that has the dungeon name on it. Also, unexplored rooms will appear slightly darker than explored rooms.

The level of monsters will depend on the dungeon/mission type and what tier the mission is.

The dungeon modifiers (Like Unholy Aura) are supposed to make the the dungeon for each mission feel more distinct (which is important since they are procedurally generated instead of hand-built). Also, the dungeon modifiers are only applied for optional missions so if they make the dungeon too tough you can just always abort the mission. Or leave it and try to come back to it after you have leveled and geared up.
archmagi1 Jul 6, 2017 @ 9:07pm 
Need a pan with either arrows, rtclick, or wheel click on the world map.
Domino/DarkEyv Jul 6, 2017 @ 9:10pm 
Originally posted by Torzelbaum:
Expored and completed % will appear when you hover over the "banner" in the upper left that has the dungeon name on it. Also, unexplored rooms will appear slightly darker than explored rooms.

The level of monsters will depend on the dungeon/mission type and what tier the mission is.

The dungeon modifiers (Like Unholy Aura) are supposed to make the the dungeon for each mission feel more distinct (which is important since they are procedurally generated instead of hand-built). Also, the dungeon modifiers are only applied for optional missions so if they make the dungeon too tough you can just always abort the mission. Or leave it and try to come back to it after you have leveled and geared up.

Thank you for the tip about the % dungeon exploration. I'm aware of how to see enemy level ranges before we actually even go into the dungeon, but that still doesn't address the lack of info in actual battles, when it matters the most. And I stand by my claim that 50% healing reduction is a stupidly absurd amount, especially in the higher difficulties; RNG is only so much of an excuse.
Wyr Jul 6, 2017 @ 11:04pm 
The Enemies are more "bland" now, they either have resistances or they dont.
In Chronicles it was crazy diverse and you could find all sorts of niche builds...

I also miss the butto to look at an enemies stats,
I know i can right click but still...
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Date Posted: Jul 6, 2017 @ 8:40pm
Posts: 5