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well I woke up to meet unpleasant surprises: the range of mages was shorter, the range of monsters was the same, the robes gave no defense at all. It was already hard the way it was.
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now the mage has a shorter range than the enemy mages. That makes no sense at all. The game is just about too hard with out that. Your last update makes it almost impossible to play.
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Enemies being able to attack at longer ranges than mages is really hurting. They just don't have the HP/defense to take that extra hit or two or three while you close in on a ballista.
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OK, not sure i like the short range of the Mages. Understand you want the ranged characters to have the longer ones, but 4 seems kinda short for them, I'd say 5 for Mages, 6 for Archers. Now, i love the Merchant vendors and the new items, don't mind the price changes, because loving the items you can get. Loving the save features. Still hard as balls, but you keep making a game that is worthy to keep trying to beat!
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rogue with fire mage skill has the best survivability and firepower
fireball has aoe and long range and you just snipe them with sneak-crit
you can detect all enemy while they are fried before able to see you
I feel like rogue + any of the casting skills is always a solid combination. Stealth and keen hearing just give you so much more control over engagements in general.
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I don't mind wizards having been nerfed into the ground (I actually thought they needed a buff to be viable because they fail to keep up in lategame), but the insulting bit is that the monster fire mage has longer range on the same staff of fire than a fire mage does.
Pop into the forums and take a look at the longer explanation post I made. If you still disagree, just leave a comment, we can discuss it. My main thing with the range vs enemy range is simply that: you still have spells, you still have darts, you still have terrain tactics. Greater range should not be the only way you overcome range enemies.
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Gotta love all the people who probably never played a truly hard roguelike before (maybe they got used to the idles/pay to win?) whining about the game's difficulty.
Honestly I think its more just a misunderstanding. A lot of people arnt familiar with the classic roguelike genre and so they see the game, assume its an RPG, get brutally murdered in the first minute, realize they have to start over and then freak out. Now if this was an RPG I would actually agree that, that's ridiculous and should be balanced. But its not an RPG its a roguelike, and though they may look the same, that's a completely different beast. So I'm not sure I'd call it whining its just maybe getting something you didn't expect. And as a side note, I'm sure as you know, dying after 8 hours in a game of crawl because durrr I've never been into hell before, I'll just pop in for a quick look. That's brutally hard lol!
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Well, the good old days when I insta-killed almost every visible monster with a staff +5 (+ 205% sp damage) seems to be over. I was fun to be a super badass sniper wizard. Now with range 4 even trying to get in range to a Lava eel is suicide. Give us at least range 5 on staffs, pls.
Haha, I should basically just quote you when people ask why the staves got nerfed. That's why! In regards to 5 range, that's a possibility. Pop into the forums and leave a reply to the thread I started. You've been here since the start so I'm particularly interested to hear your (and a lot of the other experienced players) opinions. 5 range might be fine, I'm mostly just trying to encourage the casters to play more like... well casters, and less like magically inclined snipers/rangers.
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The mages nerf is way too brutal. There is no benefits to play mages anymore. Just go with tank build and pray for getting a mage book...
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The nerf to range on staves is too much.
Ranged enemies are now a massive pain to deal with, you either try and kite them back to a corner or you have to rush them and take 2 free shots worth of damage. Enemy mages are even worse as they hit hard and have 50% more range than you.
If you plan on sticking to four range they either need a damage buff or the range of enemies has to be reduced too (ballistas I can understand) as now you're just taking huge amounts of free damage from any ranged enemy in an open area. This will go into the scaling on the necromancer too which isn't great, the basic attack stays pretty bad for a huge amount of time.
Melee classes could do with just starting with some basic physical defense as they only get it from gear which could take you 4-5 floors to collect.
Still I do enjoy the game though, it's quite difficult and is fun, looking forward to trying out the ice mage once it's out.
Thanks for the well thought out feedback. Will be taking everything into consideration for future updates. I'd like to bring up the two casters (necro is likely fine) though improvements to their abilities rather than their staff. I've started a thread in the forum specifically about the staff nerf if you'd like to discuss this.
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why do so many games (and devs) have to nerf the casters so badly? just give archers more range to start if you want them to be "best in range"... that's like taking a crowbar to the legs of your competition before they're up...
Caster staves are already at the maximum range, so there's no way to make rangers have 'more range'. Also I don't want the casters playing like a ranger i.e. standing stock still and firing away over and over again with a ranged weapon. They are supposed to be using their abilities more than any other class, so maybe a boost to their abilities may be in order. That said, check out the forums where I've made a post. Give a response if you'd like, I hope its obvious at this point that I'm quite receptive to your guys feedback.
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These update was kinda bad, that nerf was not needed. But some other classes do need a minor buff. Not a great idea starting with classes having one power bar when the game starts, and then making it lower. It would of been fine if all classes started underpowered at the start, but they did not. Right now the playerbase can only feel but punished for starting the game latter then the 1st wave. Of course we also do not want overpowered classes compared to when the game started, but gamers tend to get more upset when something is nerfed rather then buffed by the same amount. When you nerf something it hard not to make it feel like your taking something away.
Check out the forums, I made a post. Read my rational and give a response. I'm always willing to have a discussion. In regards to classes feeling underpowerd, I'm not sure I agree. There are literally hundreds of wins happening every day (see stats tracker) and I've personally won with every class and spoken to many people who have also beaten the game with every class. I've said it before, and this is not directed specifically at you, but this game is not an RPG it's a roguelike. It is supposed to be really really hard. Winning is supposed to be a big accomplishment and not something that every player will ever achieve. The classes are not supposed to feel powerful, you should win due to your cleverness and perfect play, taking every advantage possible. I beat the game with 4 range staves with both the necro and fire mage (I'm sure the storm mage is fine with his stun), so its certainly still winnable.
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Another ideas for the rogue: Summon ranged weapons (either as active ability for mana or passive like the archer's god bonus). A ranged arrow attack (poison or arrow rain) would be nice too. Both should require Range, as there ar e no skills for that yet. A Sleeping Gas Grenade would also be a nice idea. Also it would be cool to visit these dungeons on a worldmap - but that would be probably to much for a rogue game like this.
First few ideas will be in the ranger class (possible release tomorrow). Sleeping bomb is something I've been meaning to do, especially for those late game swarms. For the world map, my next game will use similar combat mechanics but be a much larger open world RPG without the permadeath, and more of a focus on developing a character (or party of characters) over a long campaign.
Check out the forums, I made a post. Read my rational and give a response. I'm always willing to have a discussion. Also always buffing and never nerfing is how you get power creep which eventually destroys the difficulty of the game.
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reducing range 7 of staves to range 4 is downright brutal I am glad I finished the game yesterday because today I could no longer do it.
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with the latest update the necromancer (and I suspect other wizards) they are very weak, unable to attack from a distance and having a poor defense
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So apparently if you call out a game for being a carbon copy of another game it gets downvoted to hell so it doesn't show up.. I am not kidding. Go play Pixel Dungeon. Its the exact same game.
I think people are downvoting you because pixel dungeon and this game are both classically inspired roguelikes which is a well established genre with many conventions. Neither pixel dungeon (or this game) invented these mechanics. Google roguelike or check out Dungeon Crawl Stone Soup, ADOM, TOME4, NetHack or Angband. These ideas have been around since the early 80s with the original game Rogue.
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that awkward moment where your reset a promising start because you think something caused a glitch on the range on your staff only to read the developer update from 4 hours ago that staffs got nerfed...
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Sudden idea I just had. Maybe the mages each have a talent that increases their staves range close to the original value. This would allow players who can't live without their 'boom stick' a way to get it up to range but they would have to sacrifice a valuable talent point. I feel like this would still solve all the issue I've brought up regarding staves vs range skill, but give players a way out of it as a costly option.
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Range 4 is a little too short, I think, without a bump in damage - 5 would be better. Also, enemy magic users still have the longer range (ouch).
Will let it stew for awhile. Balancing is always an ongoing process. My main concern is two parts. First I want the ranger, range skills, and range talents to be useful, so making ranged weapons have the best range is an obvious solution. Second, I want to encourage people to not play each class the same each time. The casters so far have been pretty much tied to their staves, there is never a reason to switch to another weapon you may find. With the range at 4 (maybe 5 if 4 is to short as your saying), there is more incentive to change weapons. A randomly generated game like this, in my opinion, should never have starting weapons that nullify any possible loot generated later.
Maybe yes, maybe no, balancing is a ongoing process. Even if this is entirely true (staves are definitely a straight up nerf), I don't see this as a problem. There are plenty of easy games out there for people to play, is it so bad if some of us developers want to make something challenging for a change? There are hundreds of people winning the game every day, just look at the stats tracking on the right, so its certainly not impossibly hard.
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My low health wizard was in a level 10 crypt, surrounded by 3 skeletons. I used thunder clap, and they were stunned, so I stepped to the side (diagonally), and then cast my lightning bolt, killing 2 of them.
This has been 2 turns.
At this point the third skeleton became unfrozen, moved, attacked and killed me all in one turn. Bug?
It might be, there have been some reports of enemies suddenly gaining super speed. I'm looking into it, this will help with the bug finding process. Thanks for the additional information!
I'd love to add some achievements when all the content, balance and bugs have been finished. Especially tricky ones like killing 5 enemies with a single lightning bolt or cleaving 6 maggots in the same turn with an axe. Thanks for the feedback!
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Frustrating that the Magic Classes have been reduced to Range 4 attacks, but enemy Magic users can attack from a range of 6...
But those poor melees have been dealing with this the whole time lol. Seriously though, balancing is ongoing so maybe 4 will end up being to short. My main goal is to make putting points into range a viable skill path and to make the ranger have some unique selling points. If the staves were left as is the ranger would just be a weak mage that uses ammo. I also want to make it more tempting to drop your staff as a caster halfway through and starting cross training into some other form of attack. The classes in this game are not really intended to be played straight through to the end game with no variation. Your encouraged to branch out as you find items and books.
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JackVermicelli: ofcourse the monsters seem to appear out of nowhere. do you think you are the only one who sometimes is not detected? in the case of skeletons btw there is an even better explanation: some of the bones lying around got up to attack you.
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did you get name yendor from rogue or nethack? It's been a while since I last retrieved the amulet of yendor but its not a name I will likely ever forget.
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Some of the dialogue with merchants and trainers is tedious. For example, having to click multiple times to buy a skill for 25 gp, or having to click each dart to sell when I have dozens.
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My loading screen only reaches 98% then stops entirely. I don't know if this is a bug or a problem on my end. I've refreshed and exited browser but still having the same problem.