![]() More differences would be GREAT! Perhaps praying is always free but never removes a condition, only stress. Currently there are two buildings that only have stress dropping activities which are all pretty much the same. Some sort of 3-1 ratio would be fine.ĥ) Diversify the town stress droppers. I just never found the right ingredients for the building but had well over 100 of some of the other ones. In one game I just couldn’t find deeds for the life of me and had all my heroes hitting level 3+ by the time i got my first weapons upgrade in the shop. This also gives some options when cash runs low.Ĥ) It would be nice to have a trade in system for deeds/gold/etc. Would be fun.ģ) We should be able to sell excess trinkets back to the ♥♥♥♥♥. Just an idea to reward having a party with variety. Graverobbers should get a massive bonus to looting corpse carts and graves while occultists would love elder statues and scrolls. It would be really awesome if certain characters got a huge bonus for the right objects. Possibly also a lantern and oil later on for better light management or something similar.Ģ) Lots of fun things to walk up to in the dungeon and interact with like cabinets, scrolls, elder thing statues and graves. Would be logical and nice oases of safety for parties in dire lack of light. Perhaps a few more enemies should be really messed around by this.ġ) Would be nice if certain rooms/areas had natural light that would fix light to maximum even if the party are out of torches. Also, many enemies don’t seem very badly hurt by having their order changed… as opposed to the party who gets screwed. At least a little more designation of the stun resistant guys being vulnerable to bleeding or blight or being moved around. So many things have 50-75% stun resistance and come in a pack of 4. Possibly this is just a case of scaling numbers of everything up to seem a little more fun but again this could allow for extra riders to powers.ħ) Resistances on lots of enemies seem a little high. The balance is on the right track but when you level a skill 3 times in a row and notice nothing but a 1% crit chance and 5% to hit each time it feels a little underwhelming. Makes more sense and helps early short dungeons.Ħ) Scaling of skills and weapons feels a little un-fun at present. Also perhaps every dungeon should allow a single camp. Now that you get a maximum of one camp it just feel unneeded. This feels like a leftover from a testing period when parties could camp more than one time. Then a character can waste a turn to remove… 4.ĥ) Ambush from camping just seems harsh. A single shooter can hit an untouched party first fight, crit all 4 and spread around 120 stress or more instantly. Certainly walking without finding any enemies and backtracking should probably help stress reduction or at least be neutral rather than be a recipe for eventual doom. No stress reduction for finding a stack of treasure. Party crits give very little, there’s no stress reduction for finishing a dungeon. Why not? The chest might poison you but it could still have shinies.Ĥ) Lots are talking about stress but I think the big problems are that party stress drops are too infrequent. Seems a little unrealistic and punative as a base hero assumption.ģ) When you screw up opening things and get hurt you never seem to also get loot. I think this would be a fine thing for a negative trait – pride or something. Let alone help you farm up slowly if that’s your preference. The game is tough enough without this artificial way of ensuring players almost never have the right removal for conditions because although they picked up two antidotes last dungeon that were never used they both disappeared.Ģ) Heroes who refused to do lower level dungeons really encourage a death spiral where your single leftover higher hero after a wipe wont even help you get back on your feet. Currently it seems all unused torches, food, antidotes etc from each expedition are lost. ![]() Needless to say many Bothans died…ġ) Supplies for expeditions should persist – at least to an extent. When I rebooted the game I had spent all the gold for the food and light of my next expedition but all the goods had disappeared and I was too broke to buy more. For example I had a game crash from clicking on an application on my second monitor. ![]() Some of my suggestions revolve around reducing these boots to the groin. When things go badly the game conspires to really kick you on the ground. When things are good you get a dungeon with the goals all lined up and walk out without a scratch. One thing that really struck me is that the game has a harsh death spiral at present. Some of the systems are still a little opaque so it’s possible that things are happening behind the scenes I’m not aware of. I’m currently loving the game but thought I’d give some feedback on the things I’ve come across and my suggestions for improvements.
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