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What would be great is,if there would be some verry crepy dungeon musik, not the looping type, but interaktiv wen certain events take place or rooms are discovered, wen you walk around a corner, too fill up the silence and give it some more athmosphere and drama. No vocals just instruments.
Maybee a mode without a map in the beginning, where you need to find the map on each stage.
And maybee a reward from the tower keeper if you solve a stage with 100%? in a lore frinedly way.
To @everyone that are offering us suggestions - we listen carefully and note down everything what you suggest. We treat your feedback very seriously and are committed to continue to improve the game - during EA we implemented tons of players' feedback already.
Some of the things you suggest might seem obvious to you - but if you work on a big project like that for a long time - you sometimes you don't notice obvious things anymore - so please keep those suggestions coming :)
Thanks!
Finding that I’m regularly juggling between raising/lowering the base difficulty because some fight encounters are too easy/difficult, or re-trying a combat encounter multiple times and essentially hoping to get “lucky” on RNG. Tactics of course are a big part of success especially at these early levels where there’s not a lot of choice in abilities or party members, but still, being able to fine-tune some of the combat encounter mechanics beyond a generic setting would be nice.
For instance, being able to adjust the length of encounters (number of waves) while having a separate setting to adjust the strength of the opponents. You could have longer waves of weaker opponents, shorter waves of tougher opponents, or any combination thereof. A setting to increase or decrease the number of “spawn points” would also add flexibility. Other options could include faster (or slower) mana/health regen for the heroes, adding a random-chance for ability failure for heroes and enemies (like a pseudo-resist system), and an increase/decrease slider for any “timed” events (like the Portal-style encounters).
Being able to customize at least some of the difficulty factors like this would, I think, help us tailor combat to personal taste and make the game generally more accessible. Lot of us play RPGs for the story, but we still want combat to feel challenging and satisfying without it being mind-numbingly easy or face-into-wall frustrating. And for those wanting to push themselves even beyond the default highest difficulty, this would allow that as well.
Kynsho- this one is though - but once we polish everything 101% we certainly look into that, sounds like a great idea.
SerenityNow - yes, as soon as we finish performance improvements - and focus on next small scale upgrades - this is on the list - as you are correct - it would be very useful.
It would be great if there was an actual item crafting system that didn't rely on RNG. The RNG method of crafting forces you to rely on save scumming to have any chance of getting an upgrade for the slot you are attempting to craft. You can easily blow through an entire stack of crystals and end up with no upgrades for the slot you were attempting to craft for. That is pretty un-fun.
Ideally you would be able to:
Select an item type,
Choose quality level (I, I+, II, II+, etc),
Choose rarity,
Choose base damage type (physical, fire, air, etc),
Allocate "points" to any possible weapon attribute (damage, health on hit, critical, armor pierce, whatever) with the number available depending on the rarity and quality.
I love how there are so many ways to approach combat and be successful, but with the RNG based itemization, it makes experimentation a bit of a chore.
Literally unplayable! lol
Instead of limiting the access to more characters at the beginning you could reduce the party size at the beginning to 2.
Sure, we can spice things up - not just Epic+ --- we would give all enemies new skills.
Risen Adept with Firestorm, why not.