by Bloggorus on Thu Jul 26, 2012 4:26 am
The monk-taurog might mean a player can beat every dungeon without thinking, but that is only one step on the road to actually finishing the game.
Dungeons should be easy to beat, hard to master. That is game design 101, and something the devs have been implementing very well in the last few updates.
I would say that finding great combinations is one of the best parts of the game, and somethign the devs are committed to.
With the introduction of the RPG mechanics, and unlockable items, the devs are obviously committed to letting players min-max their way to a win, as well as with skill. if you prep right, the game can be a cakewalk, just like if you grind long enough in most RPGS you can blow everything away.
Leveling systems in RPGs are popular and addictive because they have variable difficulties. With enough skill you should be able to get through, even with 'low level' characters.
Also, with the devs introducing more and more mechanics which force players to use multiple classes and perform unusual feats, theres less and less focus on simply 'winning' a dungeon with one proven strat and moving on.
This is a GOOD THING. the devs have made a game where OP classes DON'T MATTER ANY MORE.
Last edited by
Bloggorus on Thu Jul 26, 2012 6:18 am, edited 1 time in total.