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About valiance

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  1. Like Potato I did a lot of Beta testing, and am a bit burned out. I have 90 hrs logged on steam, which obviously doesn't count any time I spent not logged into or synced to steam. Granted steam will be an overestimate if I ever left MC running in the background, but that was pretty damn rare. So I'm at least 90 hrs invested, if not more--maybe double that being plausible. Sadly when I hit a snag in my Iron playthrough on retail I just lost steam. This is not a failing of MC--it actually happens to me a ton in any Iron type game. I love the mode for how intense it makes things, but a loss sets me back in playtime unless I have friends egging me on. I quit Diablo 2 for months after losing a high level HC Amazon to Hell Cows and lag. I'm not much of a completionist; I don't care about achievements or seeing the end screen. I'm many multiples of hundreds of hours into XCOM and never actually saw the end screen, so if--when--I do come back to MC it won't be for completionist purposes, it'll be because it's a fun game with a very unique design. For me the fun had playing it is independent of whether you "finish" the game or not.
  2. Yeah I think more item slots and lower research times might encourage more item diversity. As a brutal/iron player not sure items play a critical role in my strategy. Health Potions and Ultralixers. Maybe Wunderpants to stop heroes dropping from 10 to 9 in the last few fights. I used to like the old vitalibands. I think you can get by without a lot of the items, which is sad.
  3. yeah that event outcome is *brutal*
  4. I feel like its great till its not. I'll be cruising along and then hit a wall and just teamwipe. All of a sudden I'm hugely behind because advanced cadence or a new enemy type has popped up. Difficulty could definitely be smoother. Those teamwipes can be run-ending on Ironman, which saps my enthusiasm for playing. Ironman is a double-edged sword: it makes every moment of play more intense with the threat of ultimate doom hanging over every second, but when the game actually cashes in those chips and makes you pay with actual pain and loss, it hurts so much worse! Same thing with Diablo Hardcore mode--once I quit playing for months after losing a high level character. But thems the breaks with this kind of mode, I still love it. I actually (still) think we need a brutal+ You have the people to staff a sagewrights guild early on? I can't help but think this is a highly suboptimal strategy. How well has this worked out on brutal? Beaten it yet? (I havent I hit a wall at 170 with advanced bulwarks)
  5. These were wanted, and just didn't make an initial 1.0 release due to time and budget I think. So we'll see what items future patches and DLC address! Smiles lets hope! more UI stuff: why can we only access information from the regions being attacked when the cadence incursions happen? sometimes I need information from different regions (eg amount of strikes) to determine which of the regions I should defend. Or keep and regent information.
  6. Sure thing, all contributions are welcome. something a friend mentioned: family trees for relics! ok not exactly, but if you could see all the people who have held a relic in the past by clicking on the relic, that'd be pretty cool! also more stats recorded in general. A memorial for fallen heroes and how they died. Kill records for heroes. etc
  7. I don't think the forum is big enough for multiple first impressions threads so I'll add my comments here if that's ok: UI stuff: Show the levels of the regent/partner in the hover-over screen on the main map. We get names and ages and number of trainees, but not levels. Maybe show the level/xp bar of relics in the main screen, instead of having to hunt into the EQUIP menu for it. Not sure if this already exists: maybe a END ALL button which ends your entire turn, rather than having to end turn for each hero individually.
  8. discuss build orders, tips and tricks, strategies and tactics for BRUTAL difficulty here! I'm also playing Ironmode thoughts: 1. the most common failure of a run is not enough heroes. researching the early recruitment boost might be a killer strategy in brutal. It should allow you to beef up your roster with some mid-level heroes so you can get some keeps going and become self sufficient. 2. health potions take almost no time to research and are really really useful. I recommend taking the time to research them early. They've saved my ass loads of times. 3. Most common causes of tactical failure: poor scouting and strings of misses. Use stealth to scout out the area and hide non-stealth heroes from enemies behind cover to force them to wander into you! And have a backup plan for if your caberjack knockback glances, or your brewtalist stun is off target... 4. Invest in crowd control (CC). I went with 2 alchemist houses and 1 hunter house so far this game and I am already dreading my next generation of stunless heroes. My early caberjacks became partners to my alchemists, so I was flush with brewtalists for a while, but now I'm going to have to establish a caberjack keep so I can get some stuns and knockback in my lineup.
  9. the kick ass metal riff that plays when you select brutal difficulty
  10. Probably my second msot wanted idea for the expansion pile after more enemies is: relics giving traits, stats and skills. All that stuff is already in the game, all that remains is stitching them together. So say a caber or thrower which grants hunter stealth, or a bow which grants leech stone lifesteal. Maybe a caber which gives +strength, or a thrower which gives +int. A bow which gives "bloodthirsty" or "patriotic". Maybe give cadence weapons the ability to become relics as well. So you can have "cursed relics" e.g. a thrower which grants increased damage at the cost of fertility. Or a caber which passes a curse down to all of your descendants.
  11. not sure this is expansion material, maybe its patchable, but: a difficulty above brutal! I still think veteran tactical gamers will find brutal a bit too easy.
  12. Agreed. More enemy types is the biggest thing the game needs. This has always been my biggest gripe. I also think a Long-War esque decompressed timeline would be a great option for those who feel no connection to their heroes. More battle per lifetime, longer timeline, less exp, more generations to get to level 10. etc.
  13. With only 1 item slot, at least on Hard I rarely use wunderpants. I think they're important to stop level 10 heroes de-leveling, especially in the final battle, but other than that I prefer killing wrinklers and lapses to defending against them.
  14. hey that's really awesome! do some more for the other classes?
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