And by that point, the system breaks down due to lack of advanced enemies to not absolutely crush in a single hit. ![]() While getting Heal, as suggested in the patch notes, IS helpful, I have only been able to afford it (READ only been able to get up to the required 100 coins) AFTER lucking my way through enough battles to level, and by then the advantage it poses is unnecessary as I can grind to “Power Overwhelming” at level five reliably without ever training. In my experience, having played both a Thief and Warrior (and trying to optimize both), I can say that early on the fights are terribly luck-based, to the point where I have lost fights after getting only a single turn. I think perhaps by scaling their ability scores but not their equipment, so they are relevant longer but eventually fall behind the player. I’d implement some sort of weak level scaling to extend their viability and cut down on necessary resources. As such, they happened to make them too strong for level one and a little too weak for level three. ![]() It seems likely that the developers are trying to figure out a baseline for the difficulty. ![]() There are only a handful of encounters, and all seem to be at somewhere around the same level of difficulty. I’ve noticed that a “few” others have pointed this out, but I wanted to speculate on the roots of this particular issue and how it may be handled.
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