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About Sombrero

  1. It does sound bugged from what you just said though so wait for it to be fixed before calling it OP. Also I kinda like the idea of having Mods all being strong so that you are really exciting to get a goot Mod and change your gameplay. I find that system a lot more interesting than how shards interact.
  2. I've had it one shotting my barriers too, very fun. It's the mods doing that but I suppose they are supposed to do damage only to enemies not to the entire planet.
  3. Well if the rollback simply uses an old backup of the state of all characters logically it should also give you back the opportunity to redeem your stuff. It's not like your characters are put back in their former state, it's more like the entire server is loading an older save of the game so to speak. I doubt there's reasons to worry.
  4. I was about to write an awfully long post and I thought you know what, let's make it very short. So here is a simple question: What is the direction the game is currently taking ? What are the plans for now in terms of content in particular (maps, characters, items etc.) ? We had many teasers of new maps years ago that looked for some almost finished, the next hero was talked about quite a bit as well (though I feel maps would be more welcomed right now). I just hope that the next update is not another re-work of a feature that has been already reworked several times and I can't help but think
  5. The thing is that difficulty can sometimes impact the fun aspect of a game. In this case balancing is not the issue since trials update but clearly fun is. (actually since Siege Roller update to be accurate, a year ago, yay!). The real challenge in the game at the moment is to have the patience to play it. Suffer through the enormous list of restraints the game put onto you to get "stronger" to then get in other difficulties with even more things you can't do. It's almost like playing a RPG and starting the game at lvl max and as you play the game your character end up being able to do only
  6. Also making an update that simply makes all the past updates absolutely irrelelvant is quite a funny idea. It would be like having an update in a MMO saying "You know what ? Let's make that XP is now useless, let's put everybody back to level 1 it gonna be fun". I always hated Ascension really badly for the obvious lack of inspiration it is and the absurd grind it is in the end and I find it really funny that now it's simply pointless to get the strongest shards in the game. I can't wait to see 1.3 introducing a revolutionary gamemode identical to chaos that makes both Ascension and Shards irr
  7. I've been saying that since before the release of the Trials update and everybody said I was crazy and a whiner. And now the community starts to agree that since Trials update the game is going downhill. We lost any sense of fun and the game is just tedious as it stands. I had a lot more fun in the super early day of the early access version of the game (back when water geyser electric aura combo was broken) with so few content. I genuinely think the game has the potential to be great even "only" with the current content but so many design choices are just making the experience ridiculously te
  8. I definetly agree with you, I was fine with the system on paper and I'm fine with it in all games I've played (mostly mobile games, but some other indie titles too). But in those cases the massive difference is that often challenges are meant for each map even if they can be slightly repetitive (like always a star being a time attack/life counter but still tailored for each map difficulty). I suggested randomizing challenges mostly because it looks like TE won't make super tailored challenges so if that's the case it's best to have randomized challenges to avoid crazy repetitive situations.
  9. Well I know well the problem with feedback not being heard. But I want to be optimistic (maybe naive?) and think that some day they will start to actually listen and not just answer some questions during devstream about super basic things. I have hope because it's the only game of the genre I'm interested in at the moment, the other big one OMD kinda died almost in the egg and I genuinely liked it less for various reasons (mostly the tone and setting, it had a bit less identity/charisma). I just prefer being on the optimistic side and try to be constructive rather than simply giving up entirel
  10. Hello hello, A decently vocal part of the playerbase seems to have issues or concerns about the newly introduced Mastery challenges and I can share that frustration. So I will try in this post to make a synthesis of the issues and try to find solutions in order to make the game better and move forward. First let's look at what was brought recently into the game, what was the state of the game before the latest (1.2) update and what this update brings to the (war) table: Prior to 1.2 the game was heavily centered around the chaos trials spreaded accross 7 level of difficulties with each diffi
  11. The huge problem is more that some shards are ridiculously overpowered compared to others and with a normalized cap affecting stats the only difference between two builds is essentially the shards. I never had the patience to grind for hours to get the op shards and I end up having very underwhelming character in any mastery challenge difficulty simply because I don't have the super broken shards combinations. And since the game still doesn't give any list of what shards there is and where they are I won't get any better any soon (also because mastery mode doesn't give any shard, what a clev
  12. Also saying that the game is out for 3 years and that the last update was a massive update is two very hilarious statements. The game was in early access for a while, huge difference. And the latest updates were really minor, even the trials update one, the only real addition in terms of content were new enemies and at this point it kinda was to be expected considering the very low amount of enemies we had since the start of early access. This update just like 1.0 and 1.1 is just making the game more tedious and less fun. Devs have a huge problem to figure out what type of difficulty is fun
  13. I had it on every single map (except the very first I did) since the update. It's super convenient :D
  14. I liked at first the mode but when you realize that all maps share the same very reduced pool of special rules to get stars (and therefore rewards) it feels clunky and less fun very quickly. I never had a problem with the limited amount of variations onslaught was offering because onslaught has always been working differently and a truly different gamemode. The thing is that we are happy to play mastery "mode" because it offers us the chance to choose our map, I don't know about you guys but I find that a bit weird/sad that we are happy to finally play again any map we want. It sounds like
  15. True, but challenge without an interesting reward is a problem too. I'm not sure what is currently unlockable excites a lot of players (in particular the most hardcore ones) ?
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