Kept me playing to the end, but no difficulty curve whatsoever. I would have enjoyed removing the lines for the later levels, adding them back in once the player has correctly aligned the stars.
The graphics are very misleading...often ill hit a home run and it'll call me out or the outfielder makes a catch and it's not an out. The second task is harder than any of the other 7 which is foolish, it turns people off early. the game does get much easier with practice, but the learning curve isn't practical.
@tez yes for dmg reflect, ive had 300%+ before. for the others, i havent stacked that much...have about 45 lethality on all party members, but each higher level version of some orange items can have higher %s so probably at levels of 750+ you can get single items with 20% of any of those.
I'm level 140 with 4x rangers. 65+ quick on each means you can hail of arrows 4 times before any monster can hit you. 2 attacks per monster means vs a boss group you do 48 hits before you get hit. stack as much lethality as you can (all 4 rangers have 40%+) and you dont have to worry about armor rating, but can use protection enchants on all your armors. formation - the 2 or 3 up front with best armor rating to spread around the dmg.
If it weren't for a seemingly faulty roll system it would be a great game. I can do 5 dmg vs 1 and end up drawing or being hit 50% of the time. Pretty addicting, though.
rangers are best; i've done tank in front + 3 rangers in back. usually priest in front to heal as he can wear heavy armor and 3 rangers with enough quickness can hail of arrows three times before the enemy attacks and wipes out most of them on the first volley. can also take out the corrupter's clones if you don't have dmg reflection on.