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Though, as I've heard they're planning on adding a TON more cards, making getting what you want less reliable, I could see an argument for compenationg for some of that by getting bonuses as you ascend. Though I feel like a lot of people would complain >_>
Increasing the difficulty while at the same time making rare/upgraded cards drop more often, defeats the spike in difficulty. ( nloth's gift is basically what you are suggesting as an innate relic at that point )
Now I agree that at the base off it, no your options are not widened by playing ascension, builds or otherwise. But what it does do is make it so your decisions are more critical, which in a way shapes your build too. Give the Devs some time, come summer, we are in for some
more good stuff to pop up I am sure!
Ascension inherently runs contrary to that. By making the dungeons harder but keeping your cards and relics the same, it means you are forced to stick to the tried and true even harder. As a consequence it has no appeal to me. Whatever Ascension is in the end, I want it to be fun. Something which forces you to get creative and challenge yourself in varied ways. Just buffing enemy stats to be higher is the exact opposite of how to do it.
Heck I lost many of my early games because I couldn't resist adding interesting new cards to my deck to try them out and clogged everything up, but I don't regret doing so. To use MTG nomenclature, I'm a Johnny, not a Spike. I'm not here to isolate what is the most competitive strategies in the current meta then refine them to spit polish perfection, I want to explore all the possible avenues to victory, even the paths less traveled or riskier. Ascension promises the exact opposite of that.
as far as the suggestion I would rather just see a custom run mode with all kinds of random modifiers you can mess with but no leaderboards and such. You can have a ton of premade modes but somebody always wants something mixed in a different way and straight up having a custom game option seems better.
Experiment away my friend, but sway away from ascension mode for that. Once you find a new build that you enjoyed and worked to some degree, take it to ascension and push it to it's limit, improve it that way.
Adding new cards to your deck is great, but, theoretically, adding wild strikes will eventually render your deck unplayeable, so you want evolve to get more draw power, perhaps a fiend fire to cleanse your hand from wounds, havoc your top card of the deck to play wild strike and shrug it off and gamble for drawing another wound so you can flood your hand and dig for that offering and true grit away that wound for block.
That was just an example of many there are in the game.
Ascension is what you want it to be, for me it is pushing me to make better decisions, removing that curse instead of being greedy for that flying knee at the shop, because you know everything is out to kill you even more relentlessly as before. The added difficulty is rewarding, even if you lose, what decision made you lose, and could you have prevented it had you played your hands otherwise?
I leave it on A1, though. More Elites is my kind of fun.
If they wanted a "challenge mode" of sorts that would keep things interested, I always thought they would do Weekly Challenges of a sort. Where the card pool for the particular character you're supposed to do the run with is limited. (I.e., no poison cards will show up, no strength cards will show up, etc) and maybe adding random things to some enemies (all elites start with 5 Plated, Elites from any Act can be encountered on Elite Spaces, Shops have a chance for Thieves, All Enemies have Life Link)
When I think of a hard mode that was both hard and interesting, I think fire emblem Lunatic+. Encounters getting random buffs like +plated armor, +curious, lifelink, etc. based on both floor and enemies present would just be so much more interesting. Like imagine having to fight the bruiser and mystic fight on floor 2 if they had lifelink. Or grubs with 3 plated armor each on the first floor. Not to mention, by randomizing these you basically significantly improve the variance of encounters at higher levels without having to add new fights. At the very least, it feels like it would make grinding out ascension more interesting and a touch less repetitive. Not to mention, it would make winning a level more of a goal, because you'd want to see what interesting effect it would add (as opposed to knowing it would just be adding +attack and some health to all elite fights).
The hell are you on about I'm saying you can win with ascension if you do some stupid ass decks that dont make synergy I could care less about some meta or how people make decks make them how you want the point of the game isn't to win it's to have fun and isn't it just that much better when you do a stupid deck and pull through on ascension mode and if you don't like ascension then don't play it no ones forcing you it's an option for people who either want a challenge or find the base game so easy that the game becomes dull
This is Beta, and most of content is not done yet!
That's a bit of a stretch. From what I can tell by all accounts the game is more than 2/3rds of the way done with the core things planned before they do the full release.
The only major things yet to be added are the 3rd character, daily challenges, and the infinity mode based on the things they have listed on the road map. Does that mean the game is done no of course not. Frankly if the game was done it wouldn't be worth complaining about because the chances of any major changes getting added are way lower post production than mid production.
But there are many people who comment that they find ascension less interesting than it could be. Some people like it as it is and for them I'm glad but personally I find it pretty dull and would like to see something else done with it particularly because it's something they're actively working on right now whereas the hypothetical infinity mode literally doesn't even have a name much less any information regarding what it will be like to play. Not to mention the idea behind an infinite mode literally doesn't help with what I'm looking for which is a more interesting risk reward mode/toggle or something.