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Able: enemies do have dodge, you can find armor that gives int (just have to get the prefix right) and I like your idea of a wall of fire spell and bush spell.
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@Geepope, I actually really like the perks as they are. I agree many of them are really bad, but I treat them a bit like a hard option. Learning to use them to your advantage adds to the replay value (provided you are not too hung up on winning). With the "best" builds I can beat suicide, but with non-combatant, normal is harder. This is no bad thing.
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Great game, simple but hard to master. Learning to use the stuff you get for any class give great replay value, as you have to make up tactics on the fly. I would love to see more content though, like robes that boost int, (so my mage is not in full plate) and a few more spells. A wall of fire could be good, as could something like create bush (or at least behaves like it). Enemies with dodge, and a few more terrain types would also add to the tactical richness without changing much code.
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I look forward to this engine being used to create some more expansive worlds, rather like the original Rogues. Could be a true Roguelike in that dungeons are randomized.
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Also, I think the stealth rate for the thief is fine. What he really needs, however, is a shorter cooldown for Shadow Walk.
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Deux, the Pugilist's Chi Mastery gives you +50% or +100% health drop chance, at each respective tier. That means they drop at 1.5x and 2x the usual rate, respectively, and they only start dropping once you're at half health or below. (If they really did drop after every fight, it would make playing the Pugilist class trivially easy.)
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I like the game.. but hate that thing that I had 100% rate to get life orb... only get it after 4 or 5 kills.. I really think that it doesnt is 100% rate...
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Thief REALLY needs a buff. All the other classes seem balanced, but thief is overly reliant on the highly unstable stealth system (Seriously, you think starting out with more than 30% chance to get detected on the stealthy character is a good idea?). Thieves really need to start with at least 3 base stealth to function. I have played thief around 10 times now, and simply can not pass level 3 of any act on hard or beyond. They completely lack the ability to fight a "fair" fight with even mooks, but even a sneak attack fails to kill them 80% of the time unless you are lucky enough to find a good weapon early on. Big stick helps, but I shouldn't absolutely need a perk just to make them viable.
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Which church is the Paladin serving, exactly? Westboro Baptist? (And in anticipation of downvotes from the humorless folk here, yes, I am well aware that that is an anachronism.)
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There should be a way to save your profile online, so you could play in other computers. Other than that, this is great material for an mmo, if you could modify the turn-based system and amplify the skill trees
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I have to say that this is a fun game, but the frustration of grinding all the way to the higher levels, only to be killed by an ogre is maddening. Maybe adding either more health orb drops or making health increase with the levels would make this more fun.
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GLITCH REPORT: act 3-6 still has bugs, sometimes the exit doesn't appear! and using thief sometimes flash bomb glitches and won't let you use it, even if you repick it up by replacing it with another spell!
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Good Improvements on the game. I do somewhat dislike that my saved data always gets deleted though and hope that gets changed later. that would add to replay value.
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Anyone else think the cooldown on fireball is too long? Seems like a mage is a really bad fighter who can occasionally deal reasonable damage. Either that or you run in a circle for 10 turns waiting to do the only thing your class does well.
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How the hell are you supposed to reach anything? As a warrior I had to kite everything with fireballs and abuse the mind control thing, I could barely take one enemy down before being low on hp if I fought them head on.
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Somehow lost the ability to use my ice blast during the dragon battle. Pretty much spelled defeat for me right then and there.
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purifier doesn't count judgement kills via thorns from holy light/holy armor. Judgement also doesn't heal correctly in this case, though the text does appear properly.
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This game is great! If you are dying a lot (like I was) try the Thief, I found that class much more powerful than warrior, ranger, or paladin (have not tried the others yet). One question though- does anyone know why flash-bomb would become unusable at some point? I'm thinking it has a weapon type or skill exclusion requirement that was not mentioned. I could activate this skill early on, but at some point I couldn't anymore (permanently).
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Also, could we have more detailed descriptions for the skills? Might have helped to mention that upgrading fireball (the slow aoe upgrade) would increase the cooldown. I wouldnt really want it in that case.
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FINALLY a Roguelike that doesn't do the fake-difficulty bullshit of "Oh look, potions that can either heal you, poison you, set you on fire, suffocate you or just flat-out kill you". F*cking thank you!
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Slight bug, when i used the 'teleport away' spell on a minotaur, by sheer luck it got teleported behind the 2-key door. Which effectively means i can't complete the game, hah.
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When you click out and the game auto-pauses, clicking back in automatically does an action. This should be fixed, it can crucially mess up your game. Other than that, this game is sweeeet.
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The coloured squares by the minimap is campaign progress, you can press f1 to see what each of the things on the UI does