I love this game and the first playtest I was in (halloween) was awesome! Could just be me and my experience, but the "Devil Dust" modifier (3 Large Tornados) is borderline unplayable. It took me almost an extra 45 minuets to clear a mission on easy mode with that modifier. The tornados constantly spawned on top of OBJs and take forever to despawn. Not currently a fun modifier and I believe it needs a major adjustment if not completely removed. I think this would be a playable modifier if they lasted for a much shorter amount of time or had WAY longer pauses between spawns. More feedback coming!
#Krog's Feedback
7 messages · Page 1 of 1 (latest)
Another note on the tornado modifier... not sure if there is a warning cue (audio or visual) but there doesn't seem to be and there definitley should be.
The upgrade that give +35% damage for double ammo cost needs to be a much more significant damage buff. Probably should be 75-90% if not a full 100% (or even just shooting 2 bullets with a slight increase in bullet spread). At 35% it feels more like I'm just using double the ammo for almost no reason.
It would be cool if there was some sort of bonus for using a build that only a utilizes a specific element (to include the secondary weapon element).
Some Ideas:
All Fire = Larger Explosions / Larger Spell AoE
All Acid = DoTs lasts longer
All Electric = Faster Cooldowns / Faster Move Speed
All Voodoo = Better Spell Heals / More Utility Uses
Again the above is just an idea and how they could possibly be implemented.
May be intended. Just something I found. I was being shot at by a revolver skeleton from really far away. I could barely see him. Screenshot below of Where he was vs. where I am. Forgot to take a screenshot of him shooting at me... sorry... he was about as big as the circle i drew in...
The Saloon boss has 1 issue that I think can be fixed in 2 ways. The first phase has a lot of health and the barricades don't stay on long enough to do damage at a decent rate. Possible fixes below.
- Increase the amount of hits / damage to break the barricades by a decent margin (it's been 2 hits for me, could be changed to 8-10 possibly)
or
2.Reduce total health amount by a large margin (I don't believe this to be the ideal fix)
The only other issue I have with this boss is probably a skill gap on my part but I'll put it here anyways.
2 of the attacks are very difficult to hit him during.
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The slam attack is probably fine the way it is as that one is possible to land consistent shots in if you are fast enough when he pauses at the top.
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The attack where he spins and launches the bubbles at you. He spins way too fast to land basically any shots during the attack. The shots I have landed have been completely luck based (and there haven't been very many of those).
Another thing I noticed.
The upgrade that gives bonus damage for increased gravity is a wonky one to try and use. The damage bonus is fine in all cases that I've had it. The extra gravity feels like it also reduces your movement speed. It would make sense that it does given how running with a weighted vest feels. But the card doesn't say it does. Just clarify if it does that on the card or make sure it doesn't do that.
I also had a run where I got 2 of the above mentioned upgrade and the damage scaled the way it should have but the gravity didn't get any worse. At least not that I noticed.