Remember that thanks to inscription pedestals you don't have to waste as much space in your inventory to max out inscriptions like Courage, Wisdom, Execute, Fairytale etc so you can have more space in your inventory to fit other items to further boost your damage. HEALTH: Having 2 in revenge (even if you have to use an inscription pedestal) + Maxed out Piety is enough to make the game MUCH easier, you don't even really need Piety to notice the differenceĭAMAGE: Soul Strike, Predicted Pain, and Go-Getter are insane for boosting your damage. I used to have problems with the difficulty curve of hard mode as well, the key is really just learning to use the tools you gain throughout Dark Mirror in creative ways and you'll find DM10 isn't that bad. I have an issue with "Both are similarly difficult but one is obviously the better choice at any given circumstance" (which, once again, doesn't seem to be the case here in this game) I have no issues if X is stronger, or Y is way more rare. I think the game itself is decently balanced.īut the issue itself still stands: If someone decided to build a arson build he should be as strong as someone building a poison build, considering both are similarly difficult to find and close to each other costs. Not saying that it's actually an issue for "Skul", I am not sharing the thread creators feelings. while I understand your reasoning, the issues are on hand: balancing being horrible bad concerning scaling. There's no achievement in being handed things. The bonuses are there to help you clear the difficulty of the mirror. You don't need the bonuses of the dark mirror to beat the normal game, you only need a little experience and effort. Originally posted by Eagle Eye Jack:It's sad how much people just want to be handed things without working, even in video games. TL DR: Skul has made major improvements to base gameplay design, but instead of making it a universally better game, requires fighting through hard mode to have a better and more enjoyable experience when difficulty and fun are not intrinsically linked, but mechanics that improve on worse game design that fix roadblocks to fun or enhance already present systems are locked behind difficulty for no good reason. Hard Mode is basically Skul 1.5 but all the quality of life improvements are held hostage by slogging through runs that are less fun than they could be with more freedom of choice and quality of life locked behind a grind for no benefit to the player. Hard Mode's version would be better served upgrading basic skulls to rare and allowing you to pick from all rare skulls in addition to basic skulls at Hard Mode 0/1. Imagine failing a run with a specific skull at the final boss, then getting back to castle and realizing you can pick up where you left off to a certain degree with basic items and the same skull you started with. Certain builds are numerically inferior, or less viable for a given player, but the game instead of using the mechanics to support less viable playstyles, locks solutions behind increasingly difficult hard mode run completions for no actual gain to the experience.Ĭhoosing starting items and skulls should replace the RNG method of the base game from the jump after rescuing the Fox NPC. Difficulty narrows options and freedom of builds to what succeeds, while ignoring what a given player finds FUN. Locking content behind hard mode that benefits enjoyment of the base game as much if not more is a mistake. The only way to play as Little Bone again is to start a new run.Too much of the unlocked features are pure quality of life that don't meaningfully effect difficulty, while minimizing RNG on runs or allowing greater customization of the experience. It is the default skull of every attempt you make and has no way of returning if you replace it with either another skull and move to another map. Skul, also known as Little Bone, is the main character and unique in comparison to any other skull.
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