That means enemy x does y which is countered by z and once you learn that ANY difficulty level, including one that's actually hard becomes a routine farm fest. Darkest Dungeon's framework is almost incapable of supporting dynamic encounters. The bit about boring and predictable is dead on. Randomness is the only reason bad things happen, skill is a non factor not because of randomness, but because the game is so trivial you can make dozens of mistakes and still flawless victory the run. Unless you're extremely unlucky nothing bad happens. He only failed the tutorial by intentionally trying.Īs for difficulty/randomness, the game should not be entirely predictable, nor should its challenge be entirely dictated by randomness. So I was supposed to lose? I guess that explains why a future help popup said you couldn't retreat in the tutorial. It's widely agreed upon (by players who have actually dug into the game) that it's far too easy. The monster grouping are always the same, they use no strategy or synergies, and all of their threats (outside of ridiculous RNG) can be easily prepared for and countered. That's real RNG.īTW, other than the RNG bad rolls the game is terribly boring and predictable. It is an additional slap in the face to have to retrain a single level 0 in level 5 dungeons because there is no system in place once your roster is full and above level 4The rolls are not "stacked", they are completely fair. There is no satisfaction in this method of game play. If you can't win, then it's not a challenge, it's just unfair. No amount of skill or preparation can save you from these bad rolls. Originally posted by clayffo:"RNG created challenge" is just a stacked roll so you will lose.
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