![]() ![]() ![]() its a great moment to experience in this game. finally it goes out and certain game mechanics kick in, some abilities work better, some worse, the fights are harder. and as the last torch flickers the voices in the dark get louder. your team is stressed and wounded but you want to push on. there is a point where youre on your last torch and the final room is only a couple hallways away (or there is a secret door you could back track too, or your done with the mission but half the dungeon is still unexplored). but DD is game where things dont always go according to plan. i dont want to bring any more food, shovels, keys or TORCHES than i have to. and when youre trying to get heirlooms its even moreso. They're being douchebags, but they're not wrong. There's a lot of elitist finger-waggling going on here, which is pretty pathetic, but in this case they're not wrong. This is also coming from someone who literally just got 3/4 party members killed. I can tell you with certainty, as a game designer, that this is not a balance or design issue. ![]() ![]() If you could deal with the Shambler with ANY party build - if could just run 0 light bosses and not worry about the other boss lurking in the shadows - THAT would be bad design. Better idea: if you want to do a mission at 0 light, build a Shambler party and DON'T GO FOR A BOSS. You want to fight a boss without bringing torches? Plan your party PERFECTLY or die. No, that's not bad design, it's excellent. and what if youre on a boss run that requires a different party comp? face it, its bad design. seems like a very limiting restriction to me. Originally posted by Ragic:so every party composition on every dungeon run has to be able to defeat shambler. ![]()
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