echo_vigil

joined 9 months ago
[–] [email protected] 1 points 1 day ago (1 children)

Thanks for the reply, and apologies for taking so long to see it. I'm not in the habit of checking lemmy regularly yet.

The comments I'm talking have been going on since before 3.2, probably since shortly after 3.1 was released. So it makes sense that the room changes from 3.1 could be the issue.

I get that people sometimes find patterns that aren't really there, but, respectfully, those room changes and their repercussions might be worth reviewing somewhere down the line if you have a chance.

Thanks!

 

Alright, I've gotta ask here in case Evan sees it: have the spawn rates changed recently? I ask because there's quite a few of us over on the reddit subs who think the spawn rates have increased significantly. For instance, I am not surprised at all when I cross a floor I've already cleared and I encounter an enemy on the way. I am surprised when doing the same and I suddenly encounter 3 or 4 enemies close together, and as I start to back up so I can handle them one at a time another one comes up behind me.

A lot of people have commented on this over on reddit, and my personal experience is that I'm much more frequently finding myself frustrated by encountering _yet another _ bad guy right after having just handled several. It's starting to feel a bit out of hand (and I say this as someone who's played for a couple years and has a fair amount of experience at this point).

If it's not the spawn rate, is it possible that the new-ish floor designs (which allow for rooms to connect to each other without walls between them and such) might actually be leading to higher densities of enemies in some places?

[–] [email protected] 1 points 1 week ago

Oh, that makes sense.

[–] [email protected] 1 points 1 week ago (2 children)

Interesting that berserker is now the strongest subclass - I assume his advantages still disappear entirely when running with FIMA, though?

[–] [email protected] 1 points 8 months ago (1 children)

Why not just speed augment your glaive? There's a tradeoff in damage, sure, but you still get the range (and mathematically, the damage tradeoff should work out to an equivalent DPS, just without getting hit twice in a row every other turn while waiting for your glaive).

[–] [email protected] 0 points 8 months ago (1 children)

I mean, most armor in FIMA isn't all that different from cloth armor.

[–] [email protected] 1 points 8 months ago

Nice! (And yeah, there's a crazy amount of inspiration over there, if you can adapt it to the SPD mechanics).

[–] [email protected] 1 points 8 months ago (2 children)

Nice! Inspired by Guiding Bolt and/or Faerie Fire? 🙂

[–] [email protected] 3 points 8 months ago

I had the same thought about pre-identifying purity and remove curse. That would be especially nice in the early levels of a high challenge run.