Hey, thank you for your feedback! Really appreciate it.
- There are two difficulties on the map: one is to beat the creeps (obviously) and the other (not so obvious) is to craft useful abilities with the elements you get from the rng. By adding more Elemental Transformers I'd nerf the difficulty of the later. If you needed gold to buy them you would just shift the difficulty from crafting abilities to killing creeps.
You got a valid point there but I'm afraid it would make the ability crafting obsolete. With too many Elemental Transformers I could just implement a classic ability picking system instead. Maybe just let the boss drop 2 Elemental Transformers on Blindfolded?
The map was always meant to be challenging.
- You're not the first one to mention this. For me it was never an issue (Darkness is meant to be dark) and I think people with that issue just have wrong contrast settings on their monitor. But I might give it a try and use a different tile near the fountain to add a bit of contrast.
- Could you specify what you mean by this:
The abilities, the creeps, items?
Okay so for the issue of not being able to reroll elements.
Allowing players to change elements with gold which is a limited resource it's not making it free or easier for the player just giving him a choice rather than "do nothing and be the first one dying each round" thefore making that player LITERALLY more useful dead for healing and support as a small tomb than actually playing his HERO.
As for some balancing ideas , maybe gate the stuff to a really long CD or once per round or increasing the price each time you do it for that player , limiting the ammount of times it can be done , making a limited ammount , or make the reroll not being a pick but getting RNG.
There's many choices.
That chest piece you could have bought? Instead, you spent 200 gold changing two elements and now you are 200 gold behind everyone else. The player isn't getting an easier experience; they're paying a significant price just to stay in game and be more than RNG victims.
I understand your point and i agree that a difficult map is a valid design goal.
But sometimes t feels really bad when, regardless of how well you manage your gold or play the game, you're left with a build full of level 1 skills that simply dont work together, with no way to improve or correct it later on and you're just a RNG victim that its more useful dead than playing your actual hero.
We've already had multiple runs where three separate times we ended up saying: "Guys I got trash skills. lets just reset because we're not going to make it."
In one of the games i played recently this was the case as one of my buddies (we were 3) had a shit build when we were on second boss , we did try to scramble our elements however we could but we did end up nerfing ourselves HARD.
What i'm saying its not to make a FREE alternative for unlimited picks thefore removing the element of Roguelike the game has. but to give it a way to properly "fix" your build through the USE of resources or a FINITE times to do it.
As for the difficulty or stuff that felt out of balance
As for what i meant out of balance? when me and my wife were playing the map alone most of the time it ended with us not being able to beat the mobs and just having to run in circles for about 5 minutes until our hp and mana went up , and we're not just gonna stand and die..
Well after i played not just me and my wife but also with some friends the map felt different (obviously easier yes) but i feel the mobs balance are more in favour of bigger groups than solo or two players , some kind of dynamic difficulty adjustments could be the key? but also not sure if its already implemeneted because if it is we did not feel it.
yes you could choose easy but "normal" shouldn't be impossible unless you're in a big group , because you're essensially tying up difficulty to how big the group is