(13 ratings)
Please completely translate the map, there are still some russian texts without translation.
Awaiting Update.
Bilingual maps are allowed. So if you for instance made two sides of a unit description one being in Rus and one in Eng, it's OK but nothing should be exclusively in Rus without Eng understanding. Basically, there should be no content loss in what the gameplay is concerned. No advantage to the other language speaker.Thanks for the feedback! I thought that Russian-speaking players would also play the map, so I left this translation for them. In the future I will refuse it, but later. All other information is described in Notes/ver
All descriptions of abilities, items, and bosses comply with the rules. Only some descriptions that do not affect the gameplay are not translated.Bilingual maps are allowed. So if you for instance made two sides of a unit description one being in Rus and one in Eng, it's OK but nothing should be exclusively in Rus without Eng understanding. Basically, there should be no content loss in what the gameplay is concerned. No advantage to the other language speaker.
Of course you shouldn't be expecting non Russian players to get a joke or Easter egg reference to something unrelated to their culture/country/whatever. So it's fine if that's in Russian, I guess.Only some descriptions that do not affect the gameplay are not translated.
Good feedback:
Criticism:
- UI is interesting
- Most heroes are interesting/fun
- Lots of item diversity
- Interesting bosses
- Set bonuses are great
- Jules is great
- Potions are balanced
- Game is very short. If you "luck out" and get a good team comp with great items, you just steam roll the game and all the bosses fall over. It's fun but at the same time not very challenging, and also, by the time you get to boss 10, this feels like when your character is really coming online, but then the game ends and it's kind of meh. Why not cycle the bosses endlessly with infinite scaling after Boss 10?
- Some heroes are absolutely shit and boring compared to others. Having a hero be called "hard" because of this doesn't really justify it. Hero balance is a bit precarious also; the Monk for example has (in my experience) the best healing output in the game, and some of the best AoE. The adventurer (the eskimo dude) on the other hand is absolute garbage tier; 0 effectiveness, 0 fun.
- The Item system whilst great and truly reminiscent of rogue-likes, can be quite frustrating. In rogue-likes, items you get often change the way you "build" or play your hero, but in the majority of cases this is not true for this map. Either an item compliments your hero, or doesn't. Many items are simply stat sticks which are quite boring (nothing wrong with stat sticks per se as they offer a low-stress low-thought choice for newbies). I'll use the Panda as an example; anything with attack speed increase or spell power is great, if you didn't get those, then survival stats are good too, but anything else (90% of the item pool) is pointless. There are some great items that are really fun though, like the 2000% mana regeneration one, that make game play very exciting.
- There's not many proc based effects which I would have thought would have been well suited for a map like this. When they are they very simplistic (e.g. % chance to dodge, bash, extra damage).
- Some bosses are just overpowered compared to others. I get this is a roguelike so RNG is acceptable, but the success or failure of the run can simple rely on what bosses you get. The flying dragon with all the glaive throwers is the biggest offender, it's a damage race with no interesting mechanics to it other than "kill all these auto-attacking units asap before we die".
- Other bosses just go ape-shit when they hit their ~25% mechanic and do tons of unavoidable damage, like the Banshee, which punishes low-damage compositions and encourages people to build glass cannons, which makes the game a bit stale.
- The Luck stat is a bit untuitive, does 100% more luck means all my procs have 100% chance to work, or does it double the proc rate? (e.g. 1% becomes 2%). I've found that stacking luck on heroes that like it (such as the Tinker) is a complete waste of time as it scales so slowly.
- Targeting restrictions on wards and mechanicals makes some heroes unviable. Why bother risking your spell caster not being able to hit the Golem's wards when you can just bring an auto-attacker who's 100% consistent? There's no monsters with 100% evasion so why did you create caster heroes and then penalize them with target restrictions on their abilities?
Very solid roguelike map. I think even the best at the moment.
Just need more items and bosses. And maybe more than 10 bosses in one go?
me and my friend really enjoy playing this map! but could you make all summons scale? the only one i found so far is the dude with the shield who does magic dmg, also do quest have to take up inventory space? and is there a reason you can't just drop items as you want? or a gamemode where you could do that?
I love the map just so you know! huge fans!!
Thanks for your feedback!
but could you make all summons scale?
Summons is one of the game mechanics that can easily get out of hand. Scaling sumons will only make this problem worse.
and is there a reason you can't just drop items as you want?
This is done so that you think about whether you need this item or not, so in the future you will have to give gold to get rid of it. Many items have not only positive effects, but also negative ones.
also do quest have to take up inventory space?
Quests give very powerful items. The temporary absence of one slot for a quest is an honest condition for obtaining such a powerful item.
I didn't quite understand what was meant by "only items that don't stack Legendaries". Due to some technical conditions, only items that have attributes (agility, spell power, [random bonus] and etc) and effects that are triggered every X seconds are stacked.Are the only items that don't stack Legendaries?
Also, how does Pendant of Knowledge work?
We mainly discuss all these details on our server in Discord. I have written down the bugs you reported and will try to fix them in the future.Item-effects that do not stack should have the text "Unique:" prefacing them. It'd do a lot to clarify things. We stacked 3 of the plague tarot cards on a character and were dissapointed its an aura that only grants 1 bonus.
I've played the map 25 times or so, and wrote down some quirks I noticed playing. Great stuff btw.
Also, what are the criteria for patreon items?
item - amber has typo on crystal (2 L's)
GD magic hat says "each battle" but its actually 1 time bonus (I think)
The item that gives 35% Cooldown Reduction if all your items are Alchemy set appears not to work with the Special abilities. (I think)
+1 Intelligence tome doesnt progress quest, same thing with the Gold earned item. That or tooltip is not updated for those respective events.
Explosive moss would make good use of stating Area-of-effect in the tooltip.
I was silenced an entire endless arena once, the effect wore off the others after 10-15s though. Not sure of the exact circumstances around that, but it wasn't any of the random events. I was Player Red
Theres a weapon that says it grants a shield (crystal synergy one) doesn't say how big shield is, just that it reduces incoming damage by 15%. edit: It doesn't grant a shield, my bad.
Boss Specific Things;
Is the Kodo immune to stuns? It'd be nice if that was in the tooltip
The Ogre wakes up by default after 35 seconds I believe, not 40. That, or the threshold at which its said to wakeup (40%) is incorrect.
I don't see where in the tooltip the 100% mana burn on Faerie Dragon is. It could use a bit of clarification.
Whats new in this version?
edit:
golden lamp interaction with trading - resets damage, DOESNT reset tooltip
golden lamp damage bugs when players are swapped by the Faceless Void guy
+%SP is ATTACHED to runestone glas, this should be clarified. What I mean is that you aren't gaining Spell power, the item is. So if you ditch the item, you lose the bonus.
I've seen orbs not merge, the mechanic could use clarification. Do both orbs need the merge ability?
heat seekers (rocket item) bugs on hero soul swap
soul swap ended RIGHT at end of a boss fight, teal got reds special ability (had 2 specials), then after each subsequent round it would remove that players special ablity they had actually purchased.
Hi.Hey Varcklen, could you share the script that lets you "queue" casts before they are off CD? Example, my W is on CD but hotkey W opens up the target selection, then I can spam until its off CD
btw, that script isn't applied to the 2 abilities heroes get outside of their learnable abilities.
Thanks!