- Jul 15, 2020
- 78
- 176
Judging by the comments, I'm not the only one who noticed the difficulty suddenly spike into nonsense on this update? Previous version had the roguelike problem of "synergy stomps or just get screwed over by no fault of yours", but there was some difference to how well runs did. Now all the runs amount to "lmao get shitstomped no matter what you have".
Edit: I have since experimented out with grinding for equipment. As a PSA, equipment is permanent for all future runs (I thought that it was used only on one run, then removed when you die). It still does not change that now sometimes RNG kills you on the 1st/2nd battle. Also, I think that the biggest problem is that the patch notes did not sufficiently clarify the overall shift from "per-run random skills" to "build up a persistent character with permanent buffs".
To be honest, having more warning about the paradigm shift would have made "you're going to embarrasingly lose until you +13 gems your way to buying gear" a little more palatable.
I currently have a setup that works somewhat well (Attack Speed goes BRRRRRR), but it feels more like "this shouldn't work" than "I am playing as intended".
Edit: I have since experimented out with grinding for equipment. As a PSA, equipment is permanent for all future runs (I thought that it was used only on one run, then removed when you die). It still does not change that now sometimes RNG kills you on the 1st/2nd battle. Also, I think that the biggest problem is that the patch notes did not sufficiently clarify the overall shift from "per-run random skills" to "build up a persistent character with permanent buffs".
To be honest, having more warning about the paradigm shift would have made "you're going to embarrasingly lose until you +13 gems your way to buying gear" a little more palatable.
I currently have a setup that works somewhat well (Attack Speed goes BRRRRRR), but it feels more like "this shouldn't work" than "I am playing as intended".
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