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wtf 1 skeleton on floor 12 did have 62 in all def could do nothing (normaly 30) i dont know if this is intended but it kind of sucks
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@Jiberish001 Ever tried Enchantment? Start out as a Human (+1 Holy), then get Enchantment Lv2. Confusion takes care of everything except undead. OR get Conjuration Lv2 and let the familiar to the difficult job while you Rest (to summon it again when it dies).
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Forget this game. =/ Without fail, I get to the second level and am overwhelmed by 2 imps with pets firing at me, a bat kicking my butt with it's speed and damage, and an additional plant thingy just to rub it in my face how screwed I was. This was just a few steps from the stairs, with nowhere to run. My stats and items were nowhere near enough to handle such a situations. When this happens so often, because the game is so dependent on luck, it's not a fun game. I'm sorry.
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I'm giving it one more go, and then I'm quitting forever. I'm really upset at this point. I've been playing this whole time, game after game after game, and I cannot even make it to the 3rd level anymore. I'm realizing now just how lucky I was getting yesterday. I keep getting put in retarded situations on the 2nd level, that is simply impossible to overcome at such a low level, even when I find good items. Such as 6+ mobs at once, or multiple strong enemies that take most, if not all, of my starting potions. I never even have the option of running away and picking them off. It's like the game hates me now. Difficult is fun. Unfair is not. =/
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I started another game as a mage, and in the very first room, just inside the door, I find 9! mobs. Two of which where those pesky snails. (apparently some kind of plant) I'm able to run back and survive, but now I'm starting with most my starter potions gone. The crowding of mobs should not be so random and capable of such numbers in close quarters.
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Case in point: Playing a mage, on just the second dungeon: The dungeon starts with one direction (up). This immediately forks three ways, and each way has mobs that spot me (7 in total). My pet dies instantly, and I'm left with nowhere to run. I can't even retreat to a previous level to wait for them to disperse. Having not gotten any good items on the first dungeon, I am pretty much screwed and might as well just start over now. Such situations are a common occurrence.
Btw: The first dungeon needs to be bigger, to allow for a little more stat progression early on.
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Some range attacks should be allowed to pass over your summoned creature. such as the simple ones, like the magic missile or daggers or arrows. Stronger attacks are understandable, but most of the game you find yourself in tight places, making familiars a lot less affective.
There are several ones that can target over obstacles (most easy to got must be incinerate). I don't really like the idea of treating your summon differently than other monsters. Same rules apply to all
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Mobs should have similar restrictions applied to them that the player has. Such as a limited energy for skill/spell. And you should not encounter mobs that use powerful skills/spells until a little later in the game so that you're allowed a chance to increase your resistance. (I'm looking at you, Mr Snail! With your super long range and heavy damage)
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For everyone who thinks this game is unfair, visit the forums. There are a lot of people discussing how things work, and you'll eventually get the hang of it. Yes, there are a lot of times you will die because of bad luck, but that's true for most roguelikes.
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The same thing goes for the classes themselves. Why are we not shown them all so that we can plain ahead to what class we want? At the very least they should remain unhidden once you've uncovered them once before. Players should not be dependent on the knowledge of old players before them, to have access to non-special game information.
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Another suggestion would be to allow the player to see all the spells from the start, so they can plain ahead. They should not be having to guess their class route. I know I can find them if I search the net, but I should not have to do this, and neither should new players.
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One suggestion would be to have the drops influenced by what class and stats you have, so that you're more likely to find items tailored to you instead of constantly finding good items you can't/don't use.
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Ask yourself some questions...
Those players doing well, how consistent are they? If the game is only beatable with some classes and specific stat progressions, then it's unbalanced
Are they getting lucky? If the game is only beatable with luck, then it's unbalanced.
Does the game have anything to avoid unfair situations? Such as walking down the next set of stairs to find yourself surrounded by half a dozen mobs, or mobs that happens to be the opposite of your stat/class build and therefor easily kills you. If your game can not recognize that it's being unfair, then it will probably will be unfair eventually.
I love games like this, and I'm actually quite good at them, usually. I am good at this game up to a point where this game cheats me. Do not blame your player's lack of ability based on a some elite players. That is poor balancing. You're supposed to balance the game to the average player, not just the elite players. Especially if you're not even sure those players are legit.
For this, I will increase protection against cheat (won't be perfect, but I am going to break any public cheating method I heard of) and but a scoring about winning streak, so I get more accurate numbers. Kongregate is the place I have the more feedbacks, and it is really usefull, but It is still hard to get the whole picture
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More generally. If you find something unfair, try to be precise in your report (like: warrior are better started as rogue, as it is far more easy with a ranged attack and fast movement in the early levels, even if you raise strength and pickup heavy armor as soon as you each level warrior level 3). If you find the whole game unfair, maybe it is not a game that suit you (I am not telling no roguelike will, but this one probably won't).
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Case in point to what others are saying. Kill everything in the sewers without a problem, upgrading con and other survival skills instead of class level. Start next stage and get immediately killed by a black bear that does insane damage, and I can't scratch even with improved combat abilities and green/blue weapons. Making poorly designed impossible situations doesn't make a game difficult, it just makes it plain un-fun. There's no joy in winning when you know it's just because the game made a random decision not to kill you. I'll keep looking in, as this game has potential, but unless the dev stops blaming the flaws of the game on low player skill then there's just no point in continuing with this game.
Bear enters rage for a couple of turns once at half life. Do not stay close (they are not quicker than you). Of course I can remove most of the monster's abilities, make the bat slower, the blob stay in close combat and the fairies not buff everyone. So you can apply the same strategy to all the encounters. But it won't be the same game. I've abandon the hope of making a wide audience game. I deal with the poor rating. I still listen to complaints, I have several gameplay change for the next patch that comes from player's comments (paladin class, summons, warrior's starting package). It is hard for me to spot true unfairness, especially when there are players already stronger than me at my own game :)
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Would be nice if you'd colorcode the gear tooltips accordingly, green outlining for green for example, also when comparing items in the bag, would nice to have some indication of which is equipped.
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I should have been more clear. I spoke only for the normal difficulty. I have not tried easy, nor will I ever play easy. The inability to get achievements turns me off of playing on easy. I see no point to playing easy because I actually like things to be difficult, and I want to be rewarded. When I complained about the normal difficulty I did not mean to sound like it's just too hard. In fact it is insanely unfair. I am no stranger to games like this. I do really well in the game. But every single time I get treated to an unfair situation eventually that makes it all a waste of time and effort. Such as coming across an enemy that does insane damage that I cannot avoid taking. Or being stunned/mezzed just long enough to get gang raped. Situations that no combination of skills can save you from. In essence the game replies too heavily on you getting lucky with gear and mob placements. It's not just too difficult, it's unbalanced.
What I try to have is a difficult game, where especially hard situation can happen, and where is cost you some of your consumables. It is difficult to tell if a situation is too hard, or if it is a monster that aren't fought properly (like trying to kill a bear in pure close combat). Once I've taken care of remaining cheating method I heard of, I'll add a consecutive streak count. If (almost) nobody can reach 3+, then it would means you are right :). When I see my own success rate at DCSS and the fact some are making 10+ win streak ... (and no, 1Quest isn't polished at DCSS ...)
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Regardless of what many players say, it is the difficulty of this game that brings me back, if it were any easier i would have played it once and be done, instead it gives me something to work for, i love nearly impossible difficulties!!!
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I love games like this, but I must lower my rating significantly until the difficulty is redone. No matter what class route I take, and no matter how lucky with items I get, the game always quickly screws me over with impossible enemies and/or situations.
Have you tried in easy ? The game is hard. I know it won't please everyone, but I don't want to make it easier. I still think about making a easier difficulty, or easy difficulty a little more easy
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@ Dynetu chances are you are using skills that cause exhaustion ( most priest spells cause permanent energy loss when used )
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Also, the fairies are seriously aggravating. All strategy and tactic go out the window when you face an AOE invulnerability spell. You're lucky if you can run away at all, let alone without running into ANOTHER set of mobs and getting surrounded. The player has 0 options for removing this effect.
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This game needs a serious difficulty revamp. I've replayed dozens of times and no matter what class route I take it always get insanely difficult about 1/2 to 2/3 the way through.
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would it be at all possible to add something to the weapon descriptions as to weather or not it is a 2 handed weapon ?
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I really like the way this plays, but it does have a tendency to turn into "Oh look, I made it to the next level. What does this enemy do again? Oh, that's right, it prevents me from doing anything for the rest of my character's life." I'm not even sure what the full list of these effects are, because the game just goes from loss of control, to death, so quickly.
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I really want to like this game, I really want to play it, but if I don't know how it controls HOW am I supposed to play it ? It might be a simple button press to resolve this but you need to tell US how to do it.
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I couldn't figure out how to pick up items. Dragging them to the inventory screen didn't work, I checked the hotkey list and there was no button for it, clicking it didn't work, right clicking didn't work. 1/5 , if you are going to have a complicated game like this with non-standard controls put a damn tutorial.
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I feel the power of air rushing into me... but nothing happens? No affinity increase... etc? What's the point of the Altar quests?
can you confirm it still happen. the patch's patch should have correct it, unless you have load the game before it was applied (+/- clearing cache delay)
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Quick patch: Correct save during death animation (you'll die upon reloading) & break existing Hack. Bonus: first batch of performance optimizations
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Pretty serious bug: If you save and quit during the death animation, you can reload your game and become a "ghost". You'll be invisible, have 0 health, can't spend any energy and you'll be followed by all of the monsters. However, if you can make it to the stairs (or out of the level, in the campaign) then you'll be revived!
I wonder what happens if you have the oracle's passive healing ability... I'm too lazy to build a character that high just to kill it off though. :P
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Balance Suggestion to allow for longer-term Tower of Chaos plays:
Combine 1-2 of:
1) Cap the maximum cost to increase a stat at a number higher than you'd ever seen in a normal playthrough, but much lower than they can grow (42,000 points to next!) in the tower - I'd suggest 9999 points per increase for anything besides magic affinity, which'd be better at 19999.
2) Bosses drop 1 legendary item on death. Make it worth the time to kill them.
3) Subsequent runs in the Tower let you carry over and re-use legendary items you have found previously. Added bonus, gives long-term players a reason to keep coming back to the game again and again.
Also added to discussion thread.