Sidestepper wrote:Yeah, the Labyrinth has this problem bad. The other two mazes (Shifting Passages and Rock Garden) have special conditions that mitigate the problem and give the player control. SP starts out open and closes over time, giving the player a window of opportunity to prepare. RG starts out closed but opens up over time, introducing new options as the game goes on.
The Labyrinth on the other hand, not only lacks a mitigating condition, but actually has an aggravating one. If those megahallways were guaranteed to connect back into the central open area more frequently, that would help a lot.
The Avatar wrote:I disagree with the very last statement. It will matter if something is OP, but only if it's so OP it's stupidly broken. What if the fighter got 10 DP per level? That would make dungeons easy to beat and hard to master, but it would also take the fun out of beating them it's such a joke. While monkrogs are fine, anything truly and in all ways OP does not belong in this game.
Maybe I've just played too much Vicious and the Vicious philosophy is "Hard to beat, broken if you master".
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