![]() ![]() It needs ledge grabbing, at the very least, as he tends to slide into the edge of a ledge while superjumping. it doesn't quite mesh with the platforming? You can't dash out of it, the air control is somehow worse than a normal jump, etc. * Rigel - In battle, his active is Awesome, I like. The idea is nice, but it needs a bit more detail and polish. Prone to getting blasted in a boss fight if you get cornered. * Eris - The skeletons don't seem to scale well, at which point her low HP is a liability. Not sure about the Monster AI just running into walls when its used though. * Kira - Reasonable, the stealth is good. His active definitely needs a very large indicator of WEARING OFF SOON. * Glyndor - Ew A shield active is fine, but he feels like he's either going into a battle hoping to be hit, or laughing as he tanks everything. * Jacob - Reasonable, good boss killer for less HP. * Carina - Her shove is rather underwhelming. * Argo - I admit to playing Argo a lot more than necessary simply because his active is a HUGE quality of life. If possible, they should be included earlier in the campaign, before you unlock all the neat 2/3/4 weapons that would enable the later specialists to work. * The lack of a wand-specialist champion is very, very noticable. * Damage actives feel like they should scale slightly with character level? * Actives and amulet actives should be much faster and snappier to use, especially if they're meant as a panic button. * It seems weird that potions don't scale with maxHP. * It's hard to tell the exploding carrots apart from the non-exploding ones. did a vegetable hurt you when you were young? Perhaps try some tasty fruit instead. * The number of monsters at max-threat on later levels, especially when summoners are created, can become overwhelming. There's a level of interactivity that suggests it COULD be done, but hasn't been yet, so I dunno if you plan to add more flavor content later. Tidbits to find, challenges to undertake, etc. * It would be neat if there were more Things to do beyond combat and keys. ![]() To say "Yes! This Energy Blaster is my new best friend", and when you find another alchemy weapon to eat that weapon for +1 level to the Energy Blaster you have instead of replacing it. * Likewise, it would be great if there were more options for leveling up weapons you HAVE, rather than just finding another one that's higher level. To say "I want to do a wand run" or "Every room is a challenge room". * It would be nice if you could Declare a style of run to do, challenge or otherwise, before entering a dungeon. The berserker boss in particular tends to become a wall of meat where you can't find him, and Sitra just kinda blends in on some tilesets. * Likewise, boss enemy outline indicator(different color?). It's very helpful to have like the last few enemies shown through terrain(thank you), but there's no reason not to allow it to be used everywhere if you need more visual clarity when playing. ![]() * It would be amazing if you could put the enemy outline indicators as an option in graphics to be Always On. Like showing what room key pieces are in if you've explored all the rooms, or letting you hop to the boss. * Some level of "I've cleared the floor" QoL would be good. Currently it's just randomly assigned, which gets very jarring when, say, you're going into THE FORTRESS and no it's actually a cave. * There could definitely use some tailoring of dungeon descriptions to the actual dungeon. Note: I have not quite unlocked most things, and still have a large amount of perks to go. It's exactly the sort of gentle distraction I need while waiting to hear back from job application people. ![]()
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