Hey all, been playing since food was in the game. Ten or so wins under my belt.
When I came back in .29 I had to relearn the game, and I unfortunately thought it became much less fun.
Mostly due to the fact that I feel there is only one way to play this game now.
What I mean is, the style of gameplay is always the same, and its slow/conservative. Slow move through the dungeon not attracting attention, Shout to isolate enemies, kite them to stairs, kill them alone. That way, you reduce the swingyness of battles and reduce randomness of damage and sound attracting new enemies. Maybe, if you get something overpowered, you can play more aggressively later in the game, but the early dungeon, you are FORCED to play slow and conservative and run away from at least 2-4 fights by D5.
Back in the day, before my time, I heard stealth and stabbing was actually a viable playstyle. Must have been nice. But at least during my time before .29, playing a melee dude that got up in guys faces and killed them before they could kill you was a legitimate way to play the game without relying on oka and throwing, an artifact weapon/armor, or trogg or gozag. The game checked your target priority, positioning, and attack option choice far more in previous versions.
Now, even though I have won melee multiple times since, it just isnât the same. You are forced to play hyper conservative and avoid anything that has even a 1% chance of going bad because of your lack of ability to run away due to AOO, which allows enemies to attack and move on the same turn, something no player character can do without Wu Jian. This reduces gameplay variety for me, and makes every build the same, because the only true get out of a bad situation option is a blink scroll when there are enemies that can surround you with their allies the second they get on screen. Tele scrolls are too slow when you are instantly surrounded by enemies taking 8 poison attacks per turn (If the game didnât drop rpois, good luck).
We already had this type of slow conservative, gameplay with mages, and unfortunately, the AOO changes really made melee brutes adopt the same type of play. Shout, kite, isolate. But mages can damage enemies while being far away from them, which reduces their chances to get poisoned, or take any type of resistible damage, meaning you donât need resistances quite as much as melee do. It also gives you much more time to assess how your attacks are faring on an opponent, and if they are not doing much, you can run away without worrying about AOO. Melee do not have this luxury, and if you go up to a guy and hit but do no damage 3 times, while you get hit twice for !!, running away is really not a great option. You can right click and see how likely you are to hit, but have no idea how much damage you will do with the swingyness of rolls and damage reduction which is not laid out in plain numbers.
Oh, and as a melee guy, if you donât get the proper resistances (rpoison) by S branches, you really have little to no hope of winning, because you need to be next to enemies to fight them,and most poison attacks are physical. Oh and you will likely get swarmed the second you start a melee battle due to the noise, so standing your ground isnât an option either. Snake has Guardian Serpents which auto surround you with snakes the second they appear on screen and basically force a consumable use, and if you canât blink you just die. Spider will has broodmothers which instantly surrounds you and poisons you, canât run away, canât tele in time, blink is the only answer. I really question why the game checks rpois so hard in the midgame, and why that status is SO deadly, as opposed to every other video game in existence, which slowly drains your health rather than kills you in less than 10 seconds. I knew that praying for a D1 +2 Dagger of venom was a huge skill check in this game, but I was unaware that praying for the game to drop an rpois ring or artefact was a comparable a measure of skill. Iâll have to train prayer harder in real life if I want to keep winning.
Iâm really starting to question the game design of requiring what is essentially an ascension kit that isnât guaranteed to spawn to advance through each rune branch in the game. This doesnât check skill or knowledge, it just checks RNG. The oppressiveness of the poison brand midgame really needs to be addressed, or there needs to be a guaranteed way to acquire a source of rpois.
If you donât have r pois, good luck, I really doubt that more than 1% of characters make it out of s branches when rpois doesnât spawn, which just makes me not want to boot up a new melee character when I am so reliant on resistances. If you donât have fly or RC, donât even think about Shoals or swamp. I HATE HATE HATE when I get to S branches as a good melee character, and KNOW I am going to die due to lack of resistances spawning (No potions of resistance either, which are WAY too rare). Half the time I go down the stairs, get instantly surrounded at the entrance, and die because I know if I go back up the stairs, I will get hit 9 times when I walk back down. Tele scroll was changed to be far more likely to teleport you to the same screen or to another group of enemies, so just another escape tool for melee guys that got nerfed, and I die to this constantly to the point where I prefer playing formicid at this point that even engaging with the tele mechanic. Youâll also notice that my melee characters all have full resistances, basically a requirement to win as melee unless you are godlike at this game. Zot will absolutely kill you with any resistance you donât have. If the game doesnât drop them, you are SOL. Go to a zig or slime or something and get mutated to all hell and die I guess, thatâs all you can do.
If anyone can recommend to me a roguelike that is along the lines of what I describe here, I would really appreciate it. A game where each âbuildâ actually plays differently and you arenât paralyzed by constantly worrying that the game is going to throw something unfair at you that can only be avoided with a specific consumable that didnât drop. A game that checks your decision making and there are more wrong decisions to make than âI didnât use a consumable in timeâ I canât find anything that really fills this gameplay hole for me.
Oh, and in trunk, they added boundless tesseracts which force you to play aggressive after playing the entire game conservative. Have fun with that.
Maybe instead of forcing us to play aggressive by murdering our 5+ hour character at the end of the game, you could incentivize it through your gameplay systems?