Some thoughts to add, if I may:
On Meatmen - I used to like them as a newbie (who doesn't), but preps and purposfully buffed and easily acessible "testing phase" items made them early game fodder, but I find them more and more annoying if I go late game TT in a level that has them, zombies, goos and AA's. It does wonders to make abusing TT have a cost to it, but it's still anoying. Not saying I want it changed, just saying that there might be some need to reevaluate how much end game resource hog monsters ARE there in vicious dungeons. (This is quite apparent in the dragon Isles, resource hog lvl 9's and 10's seem to be the theme there)
More on Wraiths - the thing is, I don't mind them so much as they are a mixed blessing of sorts, but their boss has the unintentional (hopefully) scaling physical resistance, and the Monk bussiness could've thaught us all that 60% physical resists sort of turns a popcorn boss into a SMM light. Couple that with undead and mana burn (regen fighting counters), and the overall underwhelmingness of BURNDAYRAZ unless really putting effort into it, and with the fact that wraiths do physical damage, what you get is a sort of "good at everything" boss. Lately I like running into Frank, Bleaty or tower of Goo more than I like running into this guy.
Maybe if wraiths dealt Magic damage? It would be another nerf to Monk, sure, but he's still really strong, and I sort of feel that the game could use another early game magic damage user (we got warlock and dragons, compared to 10 physical guys, unless I'm wrong). I know it's not possible as they are ment to be a balancing factor in unlocking the Berserker class, but they seem to me a bit too good in what they do (or at least their boss does).
About the UI - agree with most of what you said, I'd say Mana Shield should also be included in there somehow.
About the game flow - I've been saying this for a while now (it was one of the things that I felt got ignored before I decided to acquire some attitude problems), and the new victory screen is a great step in that direction. The difficulty slider of some sort that the dev's are saying they will/might implement is also a good thing probably, but I'm guessing a ring of "harder than normal, not quite hard" dungeons after the directional ones (in Magma Mines, Slime pits and all that manner), if codable in time, might do the newbies a world of good. Once all the big things are tested out, and a proper balance curve eastablished, ofc.
And as for Misclicks - wait till you discover Gaan'Telet. Or a dungeon that takes a long time and a lot of effort that makes you play Warlord. Among other issues with that class is that it's so incredibly easy for me to missclick with it that I consider it a manual dexterity hazard class. If there was an "Options menu button" that you let you turn missclick indicators on and off, It would be on whenever I'm playing warlord, and whenever I'm doing Gaan'Telet.
Last edited by Lujo
on Wed Jan 25, 2012 8:28 am, edited 1 time in total.