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Roguebook majinata
Roguebook majinata






It's a werid extension of how health is suprisngly easy to gain in this game. The way the character's deaths work out leads to a real failure cascade, and i'm not sure i like that at all. Elites and bosses make you directly more powerful, but normal fights are mostly just a source of gold and exploration. It's also questionable (to my mind) at least how most of the ways you get powerful are actually divorced from the fights in the game. While i like the gem mechanic, it's not exactly balanced, which is hardly suprsing.

Roguebook majinata full#

Because the Exploration mechanic is overall great and probably the biggest thing the game has going for it.Īrguably i think the T3 exploration modifier where you start with a full belt of inks and no brushes, but get brushes from every normal fight and inks from elites is a lot better for the gameĭrafting wise. Stuff that would encourage more strategy to it. or perhaps "Somewhere in these Y tiles there's a faerie well". At the very least, i think Faerie wells should be visible on the map, and probably alchemists? I'd like to see some sort of marker that indicates "There's something here" on the map, even if you dont know what it is. Because there's no indication at all if a tile will have something on it or not, once you've linked up to as many revealers as you can, the only thing left to do is spam your inks and brushes randomly and hope. Problem: There's actually very little strategy to exploration late game. Like let's take Exploration, which i think is by far the strongest thing the game does. not quite iterated on stuff to really hurt things. There's a lot to like in the game, but there's enough. Lack of seeds is another I've just hit E8 and honestly, my interest in the game is rapidly dropping now. (it has some weird incentive's around maximizing score that promote poor play, mostly around the need to perfect things). Honestly i'm finding the lack of score mechanic really werid too, and i don't even particularly like StS's score mechanic other than as a vauge ballpark for how powerful a run was.

roguebook majinata

Yeah, run history not existing is really werid. Yadda yadda Sorocco hits the Avatar of Mist on turn 3 for 420 (nice).

roguebook majinata roguebook majinata

And just generally being gemmed out to the max. Also holding over mana from one turn to the next. I did some kind of stupid thing on E1 where I was looking at vaults twice, and vaults would have one random gemmed card in them.






Roguebook majinata