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So who am I? Just someone whose played the game for a few hours (level 7 character and up to. . . uhm 17 wins?)
Suggestions first: please give some kind of scaling stun defense. I am certainly used to games punishing you with bad RNG occasionally. But the problem here is you are one character. Yes I am completely aware of tricks which I will get to involving scrolls but it doesn't mitigate the problem.
Being stunned in this game can often end up sucking down multiple potions (or theoretically killing you) even with relatively 'good' armor. I played a round and ended up with 2 enemies left, one gets a hit stunned. . . so now I have 3 attacks incoming that have a roughly 40% hit rate each and 50% stun on any hits . . . I actually was screwing around on facebook while waiting for the bombardment to stop (took 2 full potions worth of hp)
Second: spell limits for casters. This is another area where a bit of bad luck can mean you are essentially screwed/waiting for them to cast fireball to wipe out the enemies around you. while they seem to have an infinite spawn coming in.
Third: perhaps add some kind of aoe scroll? there are rare times when I think how great it would be, I'm not sure how needed it would be in most circumstances.
Fourth: Cavern crawlers . . . their tooltip is kind of wrong. Yes they do move towards the exit but if they can attack someone (specifically you) they seem to place that as priority over escaping
ok guide time:
First: your main objective should be to minimalize incoming damage at all times. There will be times you are going to take a hit or 2 that is fine, but leaping into the middle of a room to start attacking wildly is a good way to die. Use the pits to your advantage, use fire to your advantage etc.
There will be rare situations where doing something 'suicidal' is the best option but don't rely on this strategy (I mean a room full of enemies, and a caster is aiming a fireball at you while you can't escape the room you may want to get into a place to hope the fireball hits high and wipes the enemies out)
Second: Sometimes sneaking to an item is a good idea, other times fighting your way in is. Unless you have a really weak weapon there is a strong chance your first attack from stealth will hit the enemy. Some foes have really high attack but low defense.
Third: Advanced scroll exploiting (developers may want to change this) you cannot use the same scroll twice in one turn . . .but you can use them all. Haste gives you 2 actions, leap gives you mobility, and fire . . . has a ton of uses, and then poof invisible)
So let's get to the tip about fire shall we? Some enemies instantly die when they are next to fire (including a certain group who explodes and can take a bunch of other enemies with them) others get weaker, some even stop acting all together. Firewalls also offer great benefits (remember tip #1) walling off an area means you can stop incoming melee attackers . . . or ranged ones. Fire can be cast anywhere on the stage *with the exception of squares that most enemies are standing on*
Fourth: Know your enemies. I'm not saying memorize the attack and defense values of each enemy. (I still have no idea what makes the dragons different. The game guide tells you if you really care) I'm saying know their classes and behavior. Melee units will walk directly towards you in the most direct way possible. You can use this along with fire/leaps to stay at a distance and kite them. Ranged units do not want to be in melee and will try to run. If they can't run and are cornered they do nothing (and can be used to form a wall that melee units cannot pass)
Fifth: 'anomaly' enemies as I will call them (you will unlock them as you win) behave as a 3rd 'faction' if you want to see it as you alone are one. 'normal' enemies who appear in a room or are summoned by caster make up the second, and everyone in the 3rd is hostile to everyone (including other 3rd faction units- except the tentacle tree which is in 2) what this means: sure killing them eventually is important but why not let them take some aggro/thin the enemies if you can.
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Nice guide, skaliton. I hear you about the ghoul stun. On the other hand, I think it's nice that there's something in the game to be truly afraid of. Not sure, though. Play some more, then let me know what you think.
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I'm lvl35 and I was owned by ghoul's stun lock few times. Mostly when it was 100% on hit. So it is ok atm.
But what is not ok - mages with self enlarge spell spamming. 8+ kobold mages in a same room or 3+ ogre mages. And worst case scenerio - Mummy King + a lot of melee mummies +2 2hp mummy mages. Low atk, no oneshots on mages. It was unbeatable.
W/o chance to normally hit a scroll with hmm lets say Ice Bolt would be great. Damage + chance to freeze on 1turn. Also some kind of Silence could be nice too.
And a bit more about scary monsters - Reaper is not scary. In fact it may kill more mobs than you in same period of time =) even bosses like Lich Queen! Reaper oneshots monsters, but hits only for 1hp on player. Probably, with new HP system it should be revisited - entire hp bar in 1 hit (1-3hp till potion)
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> *Originally posted by **[Rageburst](/forums/979845/topics/1773498?page=1#12936750)**:*
> I'm lvl35 and I was owned by ghoul's stun lock few times. Mostly when it was 100% on hit. So it is ok atm.
> But what is not ok - mages with self enlarge spell spamming. 8+ kobold mages in a same room or 3+ ogre mages. And worst case scenerio - Mummy King + a lot of melee mummies +2 2hp mummy mages. Low atk, no oneshots on mages. It was unbeatable.
> W/o chance to normally hit a scroll with hmm lets say Ice Bolt would be great. Damage + chance to freeze on 1turn. Also some kind of Silence could be nice too.
> And a bit more about scary monsters - Reaper is not scary. In fact it may kill more mobs than you in same period of time =) even bosses like Lich Queen! Reaper oneshots monsters, but hits only for 1hp on player. Probably, with new HP system it should be revisited - entire hp bar in 1 hit (1-3hp till potion)
>
By "not ok" do you meant those types of rooms should never be in the game, or do you mean it's those types of rooms that are really scary and avoided if possible? I like the idea that there sometimes rooms that are so difficult that they should be seen as obstacle rather than a room to be cleared.
Excellent point about the Reaper. It should drain whatever h.p. you have. I've added it to the list!
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Couple of suggestions:
(1) it would be nice if the player could recycle 'useless' equipment found, to add +1 to the equipment of their choice. This could be a prize wheel as well, where the chance of getting your +1 rises with the strength of the item being recycled. Would offset those runs where you find many copies of one or two types of equipment and none of the third.
(2) there should be some sort of bonus for clearing an entire floor, and the entire dungeon, in a run. Whether that's XP or scrolls, again this could be a prize wheel.
(3) any plans to take this to Steam?
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