*Please do not change Iratus's dungeon map system to allow players too much freedom to choose which fights to take, to get extra fights and extra events, and undermine the current game's pacing!* You balance between paths that give multiple long and short term risks and rewards. Iratus's system contains more interesting decisions because the number of fights you can take are limited, but fights are also what you require to build your strength with items/parts/souls. This choice rarely gets harder than "which path has less peril?" Even if you manage to scout ahead at a room, you are really mostly making a simple decision of which paths you should later explore. Darkest Dungeon's dungeons really are just a mathematically solvable number of mystery rooms you have to go through, or hope the RNG frees you earlier than hitting the last room. I like Iratus's system way more Darkest Dungeon's. If you gave us something in that nature I will likely pick it back up again as for now I've had it with 1 and 1/4 th playthrough. It really sucks to have to create 12 minions again just for filling up the spots again. Also I would like to see the dungeon minimum fulled after completion. A byproduct is you can't go with ur regular team for the bossbattle sometimes cause u did the battle before and they need to rest.ĭon't get me wrong i like the game, I just don't like it being so restrictive as a play experience. Here u only have for real runs straight to target. Additionally I would like to grind, to test out my newly found minions in compo's. Personally I want to be able to go left and and right, up and down on the battlemap. If it would be like this, just 2 dungeons and linear as this I dunno I might have thumbed it down as well. Darkest Dungeon had maybe as much content when it started but u could do several dungeons and could keep playing over and over because of how it was set up as an early access. Especially for testing purposes in early access. I agree fully with Op here, it feels way too linear.
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