GETINDARE is indeed rather powerful - it also seems more RNG-dependent than other DD-elements
One interesting quirk about GETINDARE is that for rogues it actually decreases
the randomness of the class. Since they already have a chance to dodge, the ability to predict when you're about to dodge gives an immense measure of reliability that you wouldn't otherwise have.
While GETINDARE does have a stronger random component than most other glyphs, it does so in such a way that players can take some degree of control and choose when things happen. For instance, a common tactic with GETINDARE is to leave lots of low-level monsters with first strike alive and attack them until the dodge prediction appears, then attack your real foe. Though the effect is still technically random, the player's ability to direct it is not.
That is good to know; they don't always seem that way but it looks like that's part of the learning process then
Oh definitely, there's a whole new world to explore. Some of the beta veterans have been playing for well over a year now, and have seen the changes introduced slowly. I still remember when burning was introduced as an item, rather than an inherent part of the glyph.
I like the puzzles - I am having serious trouble solving them but so far I've been able to not look up the solutions, and the challenges since they present me with different kinds of problems.
Yeah, I can totally understand the temptation to look up the solutions (particularly since some of those puzzles are total killers). If there are two puzzle packs you really
want to win, though, it's the halfling and gnome puzzle packs. They unlock the Venom Ward and Soul Orb items respectively. They're much stronger than in the alpha, since they double as some of the game's highest conversion point items.
Right now I can choose to do puzzles, challenges, the beginner's brigade, directionals and a random dungeon. That's a bit much to choose from after a couple of hours of playing, especially since it isn't very clear in-game what the consequences of choosing one dungeon over another are.
It basically just affects the order in which you unlock stuff. Challenges and puzzles are, strictly speaking, optional but many of them unlock great items. Speaking of which: Warlord Silver, Rogue Silver, Monk Silver, and Barbarian Silver unlock some of the best items in the game. If you're going to prioritize any challenges, go for those.
I am guessing that the directionals are the 'story-mode', but it's hard to choose what to do nevertheless.
This is correct; the puzzles are stand-alone, the challenges are self-contained three-part stories, and the directionals are the main plot of the kingdom.
Now if you guys will excuse me, I'm off to slay some goats.
Have fun, just watch out for Bleaty