Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. Artifacts are mostly garbage AND boring, they either give a meaningless buff + a solid debuff, a good buff + a MASSIVE debuff, or an average buff that could become meaningless if you have the right towers (like the one that gives camo detection for all monkeys). Also artifacts that give monkeys most of the time give the WORST crosspath, so even less reasons to grab them;
1.1. Still on artifacts, I see no reason at all to have temporary artifacts during a round, just make so they appear in the shop and stick during the entire stage and are not stackable (maybe only stack the rarities, but make it not possible to have more than 1 of the exact same);
2. The starting loadouts all suck, since most artifacts suck and most crosspaths that come with the loadout also suck. And for some reason they chose monkeys that mostly don't mix well with the heroes included;
3. It takes way too long to just play it. I'm not even speaking about each stage being long and having FIVE stages in total (even though that is also a problem, there should be maybe a 1 stage option, like quickplay idk). I'm speaking on how they drag it out so much, making you have to click play, then click the little tent, then watch a small cutscene showing the boss, then clicking on the campfire to choose between 3 options, then clicking on the tile, then wait for the monkey to walk to another tile, then... you get my point right? Why is it like that? It's so mind-numbinbly boring, just put me in the map with the 3 choices and on the first stage as soon as I hit play, it gets SO boring after you play it for a while;
4. There is no way to keep an artifact you liked for a future run unless you finish the stage. That is not the problem itself, the problem is that you also will LOSE that artifact in your current run, so if you have a good build with let's say 1 strong artifact (somehow) and 1 ok artifact, you have to choose between straight up ending your run to try it again later or keep playing and risking not seeing it again for a very long time. Why?
5. The minigames. I don't even have much to say, they are just bad. You have bad towers, bad artifacts, almost no synergy with the hero selected, good luck getting a good score on the minigames;
6. The shop sucks. If the artifacts are mostly garbage, then places you can acquire them will also be garbage. Every single time I visited a shop it was to switch a bad artifact for a lesser bad one, never to get something straight up usable;
7. Most runs are WAY too RNG dependant. Most of my losses are just straight up because I needed a certain tower and it NEVER showed up on shops. It is not fun to lose just because the game decided so, instead of it being fault of my knowledge.
And there is nothing super interesting in this mode, the mods have already done it before you =\
r u kidding?
those are my thoughts too. It really seems like it's just single player ct with a few new stat items, no clue why that with a slightly different artstyle for some portions warrants $10usd for everyone, including those who realistically can't afford it at that price point for their country. feels like i'm getting the full experience of the dlc by just watching isab and ethan reid play through it, and my time is better spent on standalone rougelike games that have had a full development time put into the experience.
i would be much, much happier with this decision if it was paired with a permanent removal of microtransactions, but we all know that'll never happen :/
Most halfway decent roguelikes are still better balanced than this. Most things you acquire in a run should at least be usable. You should generally at least have a chance thanks to your own skill to take down any threat. The flamethrower sucks in Nuclear Throne, but you could reasonably beat the Throne with it using your own skill. You could get nothing but average cards in Slay the Spire and still at least get past Act 3 if you play your literal cards right.
Meanwhile, most artifacts in BTD6 Rogue Legends are inconsequential, many are outright detrimental, and very few are actually worthwhile. DDTs are often simply uncounterable, not due to any lack of skill, but simply not getting the right towers or artifacts.
Even complete RNG roguelikes are built in the way that you can still reasonably manage your chances of losing, usually by giving you some form of currency you can use to influence the RNG like Money in Slay the Spire (and any roguelike really), Reroll and Deletion Tokens in Luck be a Landlord, or even Meta-progression which turns a coin-flip 50/50 event into a 90/10.
In this thought you can just completely get fumbled and loose through no fault of your own because of bad draw, a lot like the Bloons Card Storm game that came out recently