door, the secret mvp party member
Fixed how, will they suddenly lock down/close? I don't see how you could do that on the surface though.Fixed, enjoy while you can.
Fixed how, will they suddenly lock down/close? I don't see how you could do that on the surface though.Fixed, enjoy while you can.
door, the secret mvp party member
Fixed, enjoy while you can.
That was a fun fight, it's going to legitimately gate the medbot for some parties/builds. And that's exactly how it should be, since it's optional content.door, the secret mvp party member
Fixed, enjoy while you can.
That was a fun fight, it's going to legitimately gate the medbot for some parties/builds. And that's exactly how it should be, since it's optional content.door, the secret mvp party member
Fixed, enjoy while you can.
door, the secret mvp party member
Fixed, enjoy while you can.
well guess that means i gotta turbo rush my solo playthrough to the end now
Says who?There is reason only spear-users can do ironman runs.
door, the secret mvp party member
Fixed, enjoy while you can.
Dude come on, overpowered in this game means you repeat a fight 10 times instead of 15 times?Says who?There is reason only spear-users can do ironman runs.
I think spear passive is overpowered. Especially Saurus custom spear (1-handed but de-facto can target at 2 tiles away like 2-handed).
Dude come on, overpowered in this game means you repeat a fight 10 times instead of 15 times?
It's a stand out weapon, I liked it because it was powerful but hardly anything is overpowered here.
I disagree respectfully. Zerk should logically work, disabling it for passives or retaliations would be intruducing anti logic to the system for the sake of balance and I absolutely despise that. yeah its powerfull but thats why the enemy has archers and it takes a while to get it. basically it seems to me that nerfing it would be removing fun like sawyer would do.Dude come on, overpowered in this game means you repeat a fight 10 times instead of 15 times?
It's a stand out weapon, I liked it because it was powerful but hardly anything is overpowered here.
Overpowered, means that enemy cant get to you, but in very rare situation they do manage to get - you can shield bash them back.
Sharpening stones + berserk = enemy takes 15-20 dmg just by each try to get to you. Usually they try twice per turn.
Imho enemy should have more chance to get close to melee (now its 95% to not let them), also berserk shouldnt work for passive.
I disagree respectfully. Zerk should logically work, disabling it for passives or retaliations would be intruducing anti logic to the system for the sake of balance and I absolutely despise that. yeah its powerfull but thats why the enemy has archers and it takes a while to get it. basically it seems to me that nerfing it would be removing fun like sawyer would do.
I agree it's not the same for all the weapons. Questions we have to ask then:I disagree respectfully. Zerk should logically work, disabling it for passives or retaliations would be intruducing anti logic to the system for the sake of balance and I absolutely despise that. yeah its powerfull but thats why the enemy has archers and it takes a while to get it. basically it seems to me that nerfing it would be removing fun like sawyer would do.
This is not balanced at all.
For spear you have passive which makes you immune to melee (who kill themselves on their turn) and for something like hammer you chance to dent -1 dr?
That was a fun fight, it's going to legitimately gate the medbot for some parties/builds. And that's exactly how it should be, since it's optional content.door, the secret mvp party member
Fixed, enjoy while you can.
not unless i can reload it 50 times to get the perfect set of rolls :australia:
This fight is, btw, extremely badly designed. As is the entirety of constructopolis.
It's very simple in design, but why bad?
Actually I used liquid fire to defeat them, had them left for a black hour (rainy day ) and just spammed them at them. The strongest one (so rock oil + sulfur) at 10 alchemy deals some massive damage. And it was when you could make no more than 4 vials. Unless something drastically changed but from what I know it would be even easier now (using this tactic).liquid fire you might as well stick up your ass
Aimed to the head work and have a better chance of crit / heads have lower DR iirc (based on construct companion), and the special attacks Swing, Doubletap, Multishot and Snipe all work on them. Didn't try LF myself, but I think the constructs just emphasize good positioning even more.It's very simple in design, but why bad?
Because constructs are just about immune to everything and all you can do is pray for rolls. Aimed hits won't work, KD won't work, liquid fire you might as well stick up your ass, nets and bolas won't work, poison won't work. It's the anti-thesis to AoD combat.
the game is enjoyable but at some point comes a moment of weariness. Gameplay isn't too diverse and the locations are, unfortunately, very poor. I know it's a mine, that that's what you would expect from such a location but it does not look good. Iron Tower also boasts that they create RPGs that grandmother used to play... well, you can see it especially after outdated graphic design. It doesn't look good especially if you compare it with Tyranny for example. It's hard not to notice that Dungeon Rats is a low-budget game but at least the soundtrack is decent. If I were to point out another thing that I've noticed I would mention several crashes to desktop, but it has no significant impact on my assessment.
Dungeon Rats is a good RPG, although for a narrow (specific) audience. First of all, it's directed at those who enjoy a challenge and a greater focus on the fights. The undeniable advantage of Dungeon Rats is the low price, the game costs only 9 euros. For this amount I can sincerely recommend this title.
+challenging combat
+good soundtrack
+price
-old graphics
-can get boring