

I mean, if you know what hero you want to play as, why would you use randomization in the first place?


I mean, if you know what hero you want to play as, why would you use randomization in the first place?


Hey
The beta looks awesome.
Can I recommend a feature, can we have a button that instantly randomizes every part of a run for the player?
its not that I mind that I have to pick every talent to be random, it’s just that sometimes I forget that I’m doing it. And there’s no indication to show when you picked absolutely everything at random, so you won’t know if you will get the badge.
Like there’s already a color system. daily runs are blue, and seeded runs are green, maybe randomized runs could be like, idk, some other color


There’s at least 2 in each picture?
Does this mean there’s maybe 3 in some?
I can’t notice all of them, this is an exciting trinket.


Oh I see, I see
Thanks for the answer, I look forward to it


You mentioned before that our equipment won’t come with us. Is the green magical barrier over the pit the thing that will stop our gear from coming into the vault?
Also, speaking of that, are you ready to share how gear progression will work while inside the vault? I’m very curious about it


I have a question about that.
Acknowledging that making new variants takes a lot of work, will the Imp’s quest have different objectives like the current Imp’s quest, or maybe different challenges, or will this also have different variants?


The new title screen looks gorgeous
Is it all randomly generated? I could not find a loop at all
If so that’s perfect for a game like this where everything is just random every game


I finally got to try the staff. I’ll help you a bit
Just for a bit of an explanation, the zap from a wand of blast wave is a 3x3 AOE.
You can use this knowledge to learn new tricks. Shooting to the left of an enemy will push it to the right, and so on, you should experiment with them. Experiment a bit, try some new angles.
Also, the farther you throw an enemy, the longer the stun.
You cannot miss attacks against a stunned enemy.
After the paralysis wears off, you will have a small window to hit an enemy with a surprise attack, but it’s a very small window. Also it doesn’t count for the Battle mage effect.
The most consistent way to trigger the battlemage effect is to push the enemy towards you, this requires a good angle, you need to zap behind the enemy and towards you, and then you can finish them off
I think this might be the hardest Battle mage ability to use, but hopefully you can learn to use it


This Beta was very short, but it certainly made thrown weapons a lot more interesting.
The new power and the new risks that come from thrown weapons really add a lot to the game, it would be interesting if we get new throwing weapons. Or maybe enchantments or curses that are unique to throwing weapons.
Thanks for all your hard work Evan


I didn’t expect a beta so soon, this is interesting
I haven’t tested much yet, but this whole rework is very interesting, I never expected throwing weapons to drop with curses or upgrades
Throwing weapons don’t attach to the user, so there’s not much incentive to uncurse them 🤔 but at the same time upgrades seem a lot more valuable with the rework, so you do need to identify them.
Very well designed


I mean, but would the “upgrade” option from the blacksmith still upgrade the whole unit?
That could be worth


Hmm, that sounds kind of like the huntress bow
I wonder, will the huntress bow also get reworked to have something unique to it?


They have it really good in there
Europe is what the US with it was… Happy


He’d be like “this will benefit you in the future when you become a billionaire yourself”


Because there is bias from their part lol
Compare what they said about the rogue to the warrior
Nothing but praise for the rouge, nothing but hate for the warrior


How am I being a dick lol


Bro, you are literally so biased
This is what you said “no movement until leap,no heals, no dodge, no invis, no good ranges”
There’s not a hero that has all this, and you are judging the warrior for not having all of these at once
Saying he has the lowest effective HP is also really bs, he the highest up until 8 challenges, because he is the only hero who has permanent shielding,
If we compare Monk with Gladiator, you have a class that needs to defeat enemies to do damage, so she needs to kill, in order to be effective
meanwhile the warrior can do damage without needing to kill, which is better because you always have damage, you aren’t ever going to be locked out of damage options.
Your last paragraph, is basically the same thing repeating again, you act as if all the classes each of them have range, invis, wand, tankiness, all in one character. They don’t, they each all have their own


You say “as well for 0 challenge play” and only talk about high challenges
The warrior is really strong in up to 8 challenges, possibly the best and the most skill friendly
You speak like you have bias against him, so let me tell you as someone who’s favorite character is the warrior
You put 10 upgrades on armor, and still have the same amount of damage you would have had when you put upgrades on a weapon.
The berserker, just tanks everything and gets a damage boost as a reward
A damage increase of 50% in the berserker, basically is like having 5 extra upgrades on the weapon
The gladiator is the same, having like 5-10 times the damage from a single combo as long as you can keep the combo going.
The other classes have ways to avoid damage, but that’s because they have to invest in weapons and wands to keep up with the Warriors damage
The game should not be balanced only towards people who go after badges