The only way I managed to progress was to not bother building up my base at all. Between running out of minions for base building and combat, I end up losing over and over. You have a limited number of parts for minions and you have to sacrifice them to build up your base, AND you have to expose them to combat that can be cruelly unfair. So there was always an element of hope, no matter how bad you were doing. In DD even if you bungled and had some crushing defeats, you still had new party members coming in all the time to help replace your losses. The inevitable comparison to Darkest Dungeon (which I also play) has to come into the picture. Seriously, like maybe program them to stop dropping defense buffs on allies after the second block or ward? And I was playing it on cakewalk difficulty! If your idea was to make the game unwinnable except by sheer luck, then congratulations! Otherwise, you might want to fix some of the RNG elements and maybe stop the enemy from stacking so much defenses that you have no hope of succeeding. This added to the linear nature of the game where you have to choose a path and if you blow it, you don't get replacement parts, plus the RNG of combat and item drops really makes it unfun. The dwarf level also gets ridiculous with Oracles and Geomancers dropping so many blocks and wards that it doesn't matter what your team composition is, you're never going to break through those defenses (seriously I had 5 Blocks and 4 wards at once on an enemy). But seriously, the difficulty curve goes from gentle slope upwards to a 90 degree wall starting with the first boss fight. The concept is fun and for the most part entertaining if not kind of grindy.ĭevs, I know the game is supposed to be a challenge. I have to say I really like the idea of the game.
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