Wildermyth stunt3/28/2023 ![]() ![]() But it makes melee play even more problematic. It looks like Wildermyth has deliberately made a design choice here, and that's fine, actually. And thus dictates certain playstyles.īetter healing mechanics. This means that killing a mob outright is so much better than doing much even much more damage spread out. Because right now, a 1 HP mob is just as lethal as a 20 HP mob. Such as enemies that react to wounds and status effects like running away when on fire, or hit for less when injured. If your going to do this, however, it probably needs to be in conjunction with making melee a bit less problematic, too.Įnemies that get less dangerous when hurt. Reduce bow effectiveness on non-ranger classes. This isn't bad by itself, and adds an interesting depth of challenge. Possibly by building up a legacy hero over multiple plays. Seems to be very dependent on collecting the right abilities. I've been trying to do runs with a melee focus, and it feels pretty tricky. Still, it's hard to compete with "give everyone a bow") That said, it feels like Wildermyth is a bit better in that regard, than say like *cough* XCOM *cough* (I'm still exploring tank builds with a leaf-rapier. But this usually feels frustrating because the core issue isn't that everyone just wants to play conservatively, it's that aggressive play is usually unforgiving and unsustainable. Some games have tried to address this by introducing timed elements in a battle - I guess to encourage more aggressive play. Please understand, I'm not disparaging this playstyle, but I feel the game would be more interesting if other styles were represented and viable. So the emphasis is always to kill each mob before it can act, or get in range to act, every time. In that gameplay is heavily skewed towards conservative, defensive play, because other playstyles are typically harshly punished. To be fair, part of this is a common issue (hallmark?) of tactical turn-based RPGs. Earth is pretty good too, but water is better. Now then, there are some glaring balance issues.ĭo we really want every character to be running around with a water bow as one of their weapons? As it is now, you really get severely punished for not having a bow, and water is very very good. But the ability to use legacy characters is a very nice way to bridge playthroughs and still feel a sense of progression between games. In some ways, it feels a little like a rouge-like with each campaign being a separate thing. You really start to feel for your characters. ![]()
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