
Of course this means you need to plan ahead and put points into tactics, which can be a (very) effective build but less fun in my opinion.Īlso agreed about enemy scaling.

The most effective methods are the tactics, mostly traps or grenades since they can be deployed without having to stop which allows you to spend time dodging since most of the boss difficulty lies in the fact that they never stop attacking. I disagree that their design favors faster, weaker weapons though. I also dislike how they completely negate most of the mutations which forces you to change everything just for one fight. I'm not a huge fan of the small confined area since it's counter to every other part of the game (the exception being Conjunctivius, formerly known as the Watcher aka the big tentacled eyeball). I also agree the bosses need a bit of work. The wrenching whip for example started off really weak but it was modified to attack faster with a critical third hit and became one of my favorite weapons. They've done it with several weapons over the development of the game. Personally I'm hoping they continue to weapon balance and make changes as needed. If you can lock out all the stuff you don't want, then you can essentially just pick a power build and never deviate from it which defeats a lot of the point. There have been several calls from the community for a way to lock out certain weapons so they won't drop but I feel like that's a double edged sword (pardon the pun). The complaint about lesser weapons poisoning the (weapon) well has been around since the game was in early access. Another mechanical complaint I have is how each scroll you use scales the enemies. I mean, I can have a build where I one shot every enemy in the last area of the game (which can be fairly tough), and the last boss just shrugs it off. It favours low damage per shot, high rate of fire weapons over slower weapons. You can have a build that lets you rip through the entire game, but that gets completely negated by bosses. However, they still have the same problem as the final boss, which is a damage cap. The three mid-game ones are fine I suppose, because you can breeze past them most of the time, making them a non-issue. If I started over I would unlock items much more selectively, and I could get the best weapons on every run.įinally, I’m not a fan of the bosses in the game. So it’s a grind in which you end up poisoning the well. In fact, I'm better off not spending any gold at the end, because if I deplete it I start with zero gold the next run.Īnother issue I have is that you need to unlock items in order to try them (although you can get locked items as rare drops), but if it turns out that an item is bad (many of them are) you’ve now diluted the pool of good items. I would rather have had a persistent character with much deeper customisation options, than the current game where I feel like I'm repeating the same run each time, and the times I do beat the final boss on the same difficulty as before I'm not even rewarded for it. This is why I think a different structure could've suited the game better. To me the appeal of the game is closer to something like Diablo than more traditional roguelikes, because the fun is simply in tearing through a level, collecting gear. I guess I wish there was either more randomness, or less. Items like the Cursed Sword sort of do it, but it's an exception and still not that extreme of an item in my opinion. Sure, sometimes I get a better weapon, sometimes a slightly worse one, but in basically every run I can force a certain playstyle, and I never find something that forces or encourages me to fundamentally switch up the way I play. First of all, I think for a roguelike (or "roguelite" I suppose) the impact the items you find have on your run is too small. After sinking quite a few hours into it I do have a few gripes though. It's hard to find anything bad to say about the combat mechanics, they're implemented near flawlessly and I'm a big fan of the enemy designs in this game.
