Got through a region and killed a lair boss okay but stress and relationships have been going in the shitter a bit, in large part because I initially thought that flagellant's gamer outburst was strictly positive and he'd vent the party's stress and get buffed doing it but sadly it DOES nuke his HP and cause negative relationship points so most of my glittering gold is keeping everyone drunk enough to minimize that. Trying a funky team this time, melee/point blank shot highwayman, bleed/chop hellion, FLAGELLANT IS TEAM PLAYER AND WILL HEAL AND DESTRESS EVERYONE, and debuff vestal. Hearing they doubled down because they don't know better is painful. Planning and ease of replay is basic design for roguelikes, and DD lacks it. It even makes me wonder if they ever "got" what a roguelike is. This because it was obvious that the developers:ġ) Had no respect for the player's time (animation speed, repeated bosses, level grinding)Ģ) Hated with a passion the mere idea of the players and not the RNG being in control (seriously, how many patches nuking characters and skills because we can't have heals/can't have stuns/can't have crowd control/you CANT YOU DONT UNDERSTAND YOU ARE PLAYING THE GAME WRONG CANT CANT)ģ) They stopped having good ideas after the Vampires expansion (and even then, hilariously overdesigned) After a first run I modded it extensively and cheated so my characters would go max level in 2-3 runs top so I could get maxed teams of what I wanted easily. Like Disciples II, it's a shit game I enjoy because the ambience is rad. This thread hurts me, I hoped that DD2 would build on DD1 and be less shit.
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