Tyranny magic also outclasses everything though. Like, it's cool to make crowd control, healing, and damage all available at the same time for the same character BUT that is not exactly well-balanced gameplay.
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Replying to @danlistensto @polytrophic
certainly -- what I meant was *not only* does it outclass normies but it's *also* just so much more fun to use, effectiveness aside, that not rolling full spellcasters feels like just hosing yourself.
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Segueing into general common problems of game design, can you think of any games that make status effects worth troubling with? In general, 'the best status effect is dead' beats debuffs, so the opportunity cost for 'anything that isn't MOAR DAMAGE' is high.
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i seem to recall status effects being indispensable in Darkest Dungeon
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That's true! Solid example, in that it's not 'immune until gimmick applied' nonsense, but they can make the difference between a survivable fight and a Pyrrhic victory that stops a mission early.
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Replying to @palecur @chaosprime and
Darkest has a lot of good game design to match its fantastic sound and art design. It's a real ass-kicker, though.
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overconfidence is a slow and insidious killer
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the funny thing is that that's a total lie, in that game overconfidence is an instantaneous and brutal killer
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that moment of realization when you start targetting the sanity damage monsters first because having a party member flip out and get the whole damn squad killed is a way worse outcome than one dude taking a heroic sacrifice and the rest can go home to rest and recover.
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Replying to @danlistensto @chaosprime and
that game is an emotional roller coaster and I would love a sequel
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caves of qud spinoff ripping off darkest dungeon mechanics because you're adventuring amidst the debris of the infohazards of dozens of deranged fallen ultratech civilizations
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all the character classes are different kinds of sentient plant
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Replying to @palecur @chaosprime and
Whether the Melding Plague meets the Greenfly or the Greenfly meets the Melding Plague, it's going to be bad for everybody.
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End of conversation
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