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Some time ago, I finally completed the main part of "Dark Dungeon" and two DLC, and the whole process was simply a cruel experience of my ability to resist pressure. However, in front of the final boss of this article, I still gained an experience that even if it was spoiled, it could not be dissolved. When I accidentally saw the spoilers, my morale was shattered once, because I thought it was a design to disgust the player with special mechanics, and somehow take away the player's important efforts for dozens of hours. After all, under the Croessian worldview, human beings are always the more stupid and less self-sufficient side.
But the reality is not what I imagined. The characters I have cultivated, even if they have a weak, selfish and escapist side, in the final battle, they carry a layer of heroism more than ever. Even if the existence of people is only a little, even if the victory is a matter of death, this battle must be won, and the character I like has survived.
After this experience, my understanding of the game mechanics is deeper, coupled with the harvest of a lot of good equipment, after completing this article to play the remaining high-difficulty boss and DLC are like a simple "brush brush". How to reasonably control high-risk enemies first, stack Buff, collect fire, and use relatively weak enemies to brush the state... Steady down, as long as you don't die and don't covet things, you can control the pressure very well, and you haven't died again, and the first archival state of being stuck by the high difficulty ben has never happened again.
It seems that the tombstones of heroes who died at the hands of the final boss will be different
So I thought" I was "I'm done again", thinking that I would be able to play happily when I went back to Dark Dungeon 2 now, so I rushed to continue the previous archive and continue to climb the tower. However, the game, which is still in the "Early Access" stage, underwent a relatively large balance update in November, and the main direction was to weaken the hero and strengthen the enemy, especially the final boss. Although I did not encounter major difficulties in the process of pushing the map, even when I met the final boss, I was in a very good state, the teammate relationship was happy and harmonious, the health volume was healthy, and the pressure was not high... Still at the end, it was hit by the boss one after another, and the Debuff was stacked and destroyed.
It's a long-lost moment of high blood pressure. At that time, I felt like I was beaten back to my original form, from "I think I can do it again" back to "I don't think I can't do it", and my illusory self-confidence was shattered!
It had been a long time since any of my men had died, let alone destroyed. Accustomed to knocking enemies unconscious in The 1st Generation, trying to brush the amount of health and pressure to a relatively healthy level before each battle, The 2nd Generation rarely satisfied me with the situation when the control measures and recovery measures were greatly limited. At least psychologically, I think every battle of the second generation is particularly uncomfortable. Not to mention some "black face" moments, such as running two large maps and not getting a bandage, but the enemy knife causes bleeding, or the encounter on the road encounters continuously meet the little boss...
However, I also played some other tower climbing games in the middle of conquering this series, and found that the experience and feeling were much the same. To say that this feeling is due to the characteristics of Roguelike, or whether the balance between characters and skills in the pre-beta version of Dark Dungeons 2 is really flawed, I think both sides are a little bit stained. The increased difficulty only more seriously exposes the design problems of the favorability system and individual hero skills, so that the game experience is basically only "smooth sailing" and "total collapse" two extremes, with little room for mediation and lack of mid-state. If you are a new player, you will probably suffer more in the early stages when the characters and skills are not unlocked. In terms of balance, the cards in The Killing Spire are still strong, and although there is randomness, in general, it does not make me feel that "this game is aimed at me". If only it could hire a few more artists.
The four-lock boss of "Dark Dungeon 2" has been complained by players before that there is no card face, but it is not easy to say whether the current version is too strong, and even several major anchors have a high probability of becoming "death gate warriors", from the developer's December beta version (referring to another beta version independent of the previous beta version) patch notes, there is no intention of continuing to adjust for the time being
The biggest problem is that this kind of game is too easy to give people an illusory sense of victory and self-confidence, and you can never tell whether the victory is given by random numbers or you have worked hard. That's why I don't really like Roguelike games, let alone the ones with too heavy RNG components, but I admit that they're very exciting and manipulative, so you can't help but play down one after another.
After all, man is the kind of creature that has good scars and forgets the pain. The joy of completing a level will dilute the bitterness of the previous experience, and I always feel that this game is nothing more than that. And driven by pressure and excitement, I always feel that the next round, the next one may be overturned, may be favored by luck. In fact, the final winner is often the mysterious Murphy's Law, yes, things can always get worse! There's a famous line in the narration of the original Dark Dungeon, "Remind yourself that overconfidence is a slow and insidious killer," and it seems that Lao Zu, though sinister, is telling the truth.