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explosivo
May 23, 2004

Fueled by Satan

MMF Freeway posted:

Yeah it's a mixed bag imo. The new tier of items are pretty nice and fit well into the base game. The new survivors and levels are also great. Problem is the new enemies are annoying and the alternate final boss is incredibly tedious (and I kinda like the Mithrix fight soo). Still worth it overall to me, but your milage may vary

Hm, okay. I still haven't beaten Mithrix once yet with 45 hours played at this point so maybe I'll hold off until I run out of stuff to do/unlock before thinking about the dlc.

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Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

explosivo posted:

How's the Risk of Rain 2 expansion? I've been playing a lot of ROR2 again lately and figured more would be better but I saw some reviews saying the game is worse with the DLC because the enemies are dumb and bad or something. Any thoughts?

It's good. It changes the game pretty significantly, and you're probably seeing people complain about a new flying enemy that deals way too much loving damage for something that flies above your normal field of view half the time, which is true and definitely sucks.

At the same time though the new items add a really cool layer of long-term decision-making, the new classes are fun, the new zones are a much-needed boost to gameplay variety, there's a new alternate final boss, etc. It's good that you can turn it off if you want but it's still definitely worth picking up.

Tuxedo Catfish fucked around with this message at 23:04 on May 29, 2022

Walh Hara
May 11, 2012

Dropbear posted:

The guy I mentioned earlier who did Lakeburg on the first attempt had almost everybody just using shortbows, if I remember right.

Well, my concern is not that you are using a lot of shortbows, it might be that these were indeed the best weapons you found, but rather that you might have missed stronger builds by focusing on shortbows. If I had described the builds I first used to win Lakeburg and you had tried to force them I would also have been suspicious.

Examples:
If you find a lot of +targets items and a hero with initiator, you'll be amazed at the damage output of hand crossbow. With +2 target a hand crossbow is already going to outdamage a shortbow, and you can get up to +5.
If you find a lot of +momentum and +move points items and a hero with specialised and proximity shot (and BOOM), you can get truly insane damage with a pistol. A pistol user should be able to outdamage a shortbow archer if they have sufficient +dmg to kill a crawler with grappling shot because that way they easily get insane +momentum stacks.

But if you try to force either of the above in the wrong situations it's not going to work either. So trying to reproduce a build of somebody else can be a pitfall I think.

Dropbear posted:

For the spear guy I didn't really know what benefit I'd get from a second weapon (besides the obvious +bonuses) so I pretty much had whatever I had laying around there. The char was built for armor and stuff didn't really hurt him besides the last few days (when they straight up murdered him if left alone despite picking a ton of +armor), so spear seemed to do alright damage & had armor piercing while holding up the line. I mean, you don't get extra AP or anything from having a second weapon, so what would be the benefit? I guess hammers could hit more dudes at once, though, but never found a good one.

Lots of reasons to use the two weapon sets. For extra utility. For mitigation the disadvantages of the other weapon. Because you can only cast a skill so many times each turn. Because they combine well together. Because while the weapons are balanced, the individual skills aren't.

With the spear example, let's say you combine it with a sword:
- The spear is really strong if the enemies are close together but really bad if the enemies are alone. The sword is really strong when the enemies are alone (because of Dash, the 2nd skill), but is really bad if the enemies are close together. So these weapons mitigate each others drawbacks.
- Thrust (spear 2nd skill) is really good with momentum stacks, but the spear doesn't have any follow-up/maneuver skills. Sword allows you to easily get a lot of momentum with dash (and sometimes blade rush) so you can hit hard with thrust.
- Blade rush is really situational, so a sword user can struggle to utilise mana in an efficient way. The ability to use triple strike by itself is already huge boon for a sword user.
- Spear is pretty mana hungry, so combining it with a weapon that is mana efficient can help a lot with mana management.
- The fact that spear only has 2 AP attacks is a huge reason to get a second weapon by itself.

By the way, you get the passive benefits of both weapons regardless of which one you have equipped, and adamantium sword gives +1 AP as passive bonus. There are other weapons that combine well with the spear, this is just an example.

Dropbear
Jul 26, 2007
Bombs away!

Walh Hara posted:

With the spear example, let's say you combine it with a sword:
- The spear is really strong if the enemies are close together but really bad if the enemies are alone. The sword is really strong when the enemies are alone (because of Dash, the 2nd skill), but is really bad if the enemies are close together. So these weapons mitigate each others drawbacks.
- Thrust (spear 2nd skill) is really good with momentum stacks, but the spear doesn't have any follow-up/maneuver skills. Sword allows you to easily get a lot of momentum with dash (and sometimes blade rush) so you can hit hard with thrust.
- Blade rush is really situational, so a sword user can struggle to utilise mana in an efficient way. The ability to use triple strike by itself is already huge boon for a sword user.
- Spear is pretty mana hungry, so combining it with a weapon that is mana efficient can help a lot with mana management.
- The fact that spear only has 2 AP attacks is a huge reason to get a second weapon by itself.

You mentioned pistols; I haven't even unlocked those yet, might be I'm just fighting an uphill battle due to low metaprogression (although it's possible, but drat if I can get there). But yeah, good points about the second weapon; I mostly used the one leftover AP for the +armor skill or some random 1AP damage skill I had on the second weapon, but the loadout was pretty thrown together. The spear seemed pretty good since I pretty much always hit the maximum amount of targets (same with the bows, felt like it was just a solid wall of mobs on the later nights).

I really should look up some important perks for different weapons etc; I usually just go with a gut feeling from whatever I've unlocked. Analyzing the entire tree for every char is a bit much for my attention span, haven't gotten a feel for the really good ones yet!

Walh Hara
May 11, 2012

Dropbear posted:

You mentioned pistols; I haven't even unlocked those yet, might be I'm just fighting an uphill battle due to low metaprogression (although it's possible, but drat if I can get there). But yeah, good points about the second weapon; I mostly used the one leftover AP for the +armor skill or some random 1AP damage skill I had on the second weapon, but the loadout was pretty thrown together. The spear seemed pretty good since I pretty much always hit the maximum amount of targets (same with the bows, felt like it was just a solid wall of mobs on the later nights).

I really should look up some important perks for different weapons etc; I usually just go with a gut feeling from whatever I've unlocked. Analyzing the entire tree for every char is a bit much for my attention span, haven't gotten a feel for the really good ones yet!

Ha ha, pretty sure I didn't have pistols yet at the start of my first lakeburg win so you can't blame that either! The spear is indeed probably the best weapon in the game.

W.r.t. important perks: I believe the perks have been changed fairly recently so I wouldn't trust what you find online too much. Either way it's indeed all about getting a gut feeling. You don't need to analyze the whole perk tree, just sufficient to know what to prioritise on level up and in items. By the time weapon/perk synergy becomes important it should be fairly easy and cheap to switch weapons anyway.

Submarine Sandpaper
May 27, 2007


explosivo posted:

How's the Risk of Rain 2 expansion? I've been playing a lot of ROR2 again lately and figured more would be better but I saw some reviews saying the game is worse with the DLC because the enemies are dumb and bad or something. Any thoughts?

I just started as well and got my first win with the engineer. Those turrets rip and self heal if you get some lucky items.

goferchan
Feb 8, 2004

It's 2006. I am taking 276 yeti furs from the goodies hoard.
I've got a lot more playtime with the expansion than with the base RoR2 game at this point and even though some of the enemies are a little annoying, I really like the new items and the whole corrupted item mechanic. The alt-stages are cool enough, too. I think there are some reasonable gripes one could have about it but the majority of the content it adds is super cool

HoboTech
Feb 13, 2005

Reading this with the voice in your skull.
I just picked up Rift Wizard and it's like a drug. Make it to realm 10 so far, and as many skills/spells as there are I wish there were even more. I assume the game is done and there's no planned DLC or anything? Any general tips from people who've it played before?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

HoboTech posted:

I just picked up Rift Wizard and it's like a drug. Make it to realm 10 so far, and as many skills/spells as there are I wish there were even more. I assume the game is done and there's no planned DLC or anything? Any general tips from people who've it played before?

the game gradually shifts from being about efficient turn-by-turn play to being about developing a powerful combo and getting it off from a position of safety, eliminating or temporarily bailing on aggressive threats, and dealing with things immune to your main combo with "silver bullet" one-off solutions; both modes of play are challenging and fun but the tipping point from one to the other isn't necessarily obvious (or the same for every strategy!) and it's easy to get stuck in the low double-digits if you don't know that you need to make the switch in the first place

megane
Jun 20, 2008



I don't know that it's done; there have been sizeable additions recently (there was a fairly substantial patch in April, and the entire Metal school was added in December) and I don't recall the developers saying they were finished.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Tuxedo Catfish posted:

the game gradually shifts from being about efficient turn-by-turn play to being about developing a powerful combo and getting it off from a position of safety, eliminating or temporarily bailing on aggressive threats, and dealing with things immune to your main combo with "silver bullet" one-off solutions; both modes of play are challenging and fun but the tipping point from one to the other isn't necessarily obvious (or the same for every strategy!) and it's easy to get stuck in the low double-digits if you don't know that you need to make the switch in the first place

Personally I enjoy the turn-by-turn play and just lean into that for basically the whole run. Starting out the main stumbling block was trying to go for big combos right off the bat and then stalling out around rift 10-15; the big switch for me was buying way more spells and taking advantage of the range of tactical options this afforded me for really good turn-by-turn play.

Officially RW development has wrapped up and the dev is working on a RW2 that will explore some bigger revisions to the formula. There is mod support (by which I mean the dev dumped the entire source code and told people to go nuts) and a fair amount of new stuff is getting made, although unfortunately the dev moved on before implementing Steam workshop or any sort of mod frontend so at this point it's basically downloading files off discord and moving them around manually to enable/disable stuff.

HoboTech
Feb 13, 2005

Reading this with the voice in your skull.
I've noticed and enjoyed both the moment to moment and the combo-chaining gameplay. I've been leaning into the gimmicks of "cast a spell that summons minions that casts spells that summons more minions" with a variety of flame spells/skills, and that works really well (until it doesn't). Recently I did try a run where I grabbed a bunch of lower level spells and used those and that ended up being stronger than I'd guessed. Seems like trying for fancy combos/synergies can lock you into damage types, but I'm sure there's ways around this, like the fire damage skill that adds arcane damage.

Hearing that there's a RW2 coming is great. I just hope they keep the aesthetic.

Dropbear
Jul 26, 2007
Bombs away!

Walh Hara posted:

Ha ha, pretty sure I didn't have pistols yet at the start of my first lakeburg win so you can't blame that either! The spear is indeed probably the best weapon in the game.

W.r.t. important perks: I believe the perks have been changed fairly recently so I wouldn't trust what you find online too much. Either way it's indeed all about getting a gut feeling. You don't need to analyze the whole perk tree, just sufficient to know what to prioritise on level up and in items. By the time weapon/perk synergy becomes important it should be fairly easy and cheap to switch weapons anyway.

Cheers for the tips! Finally beat Lakeburg (try #7). I focused a lot more on melee folks this time, but I'm not sure what else I even did differently; it just felt like instead of the horrendous, solid wall of mobs I got a lot less per wave. The last days were a cakewalk, S's and A's all around with a lot of resources left over for walls & ballistas. Ballistas seemed a lot better now that I had the fortification master-perk on a bunch of guys (+50% damage for them) & enough gold to get double shots on almost all of them:


Had 3 pretty well armored melee heroes, feels like they'll pay their gear back in wall repair costs etc. if you can get them sturdy enough to stand in the way. Add the retaliation-spike perk and these do a lot of work.

ExiledTinkerer
Nov 4, 2009
I choose "Hopeful Vibes" for this perhaps Dredmor'ish(not exactly a world of other standard bearers for this particular niche within still) Very Soon To Be:

https://store.steampowered.com/app/1677580/My_Masters_A_Moron/

quote:

"My Master's A Moron" is a 2D turn-based, tile-based roguelike & roguelite dungeon crawler. Explore your way through your Master's basement (that he happens to rent out to monsters) and discover a multitude of enemies, items, spells, armor, upgrades, and more.

Explore 3 unique dungeon types.
Fight with countless different enemies with their own unique abilities.
Try to kill your Master!
Increase your power with a variety of permanent upgrades in your home base.
Fight 3 bosses each with fun and unique mechanics.
Meet interesting characters throughout your gameplay and unlock more upgrades in your base.
Try to kill your Master again and again... and again!
Collect different items with different utility abilities. Teleport around, shield yourself, swap places with an enemy, put down bear traps, and more.
Cast a range of cool spells from calling down meteors of fire, to smiting your enemies to heal you when you hit them.
Stack armor up with different stats. Who says you can't wear 10 different helms? All the cool people do!
Eat food! Everybody likes food.
Underestimate how moronic your Master is... by trying to sabotage him at every point.
Strategically use everything you've found in a fun & fast-paced turn-based movement & combat system!
Enjoy the sarcastic and murderous dialogues!
Be free? Won't you help this tired, grumpy Djinn earn his freedom by getting his Master killed?!

Oxxidation
Jul 22, 2007
platted rogue legacy 2 at 87 hours, no house rules

my relationship with it was contentious. very often i would ragequit and then pick it up again fifteen minutes later. but the constant gold gain tickles the jackpot center of your brain and the metaprogression snowballs in a very satisfying way in later loops - the castle is really just laying down a foundation for the ridiculous multipliers you get from high-leveled classes or armor sets

the classes themselves were definitely unbalanced though, especially towards the end. duelist is far and away the best of them once you invest enough in DEX

Phigs
Jan 23, 2019

Undermine's basic meta currency (gold) gets real weird on a level I haven't seen before. It's the same thing you spend in the shop so you have to make the choice of spending to get power in the run or saving to get meta power. Which means you just don't buy anything at the shops. But then you eventually cap out and so all that meta currency now has no meta purpose. Which means it's free to spend in game if you get more out of a run than you can spend in the shops... which you do. So the shop, that you've since upgraded to have 3x the inventory, is less a shop and more a room you just raid for whatever happens to be in it. Every shop contains 2-4 bombs/keys, 100-200 health, a few potions, and a couple of relics. And you typically get a shop every level. If you skip the shop then a level would typically contain 1-2 keys/bombs, 0-50 health, no potions, and a relic. The swing in power just by no longer having any reason to save gold is massive and it feels like an even worse design decision than I initially thought it was.

KNR
May 3, 2009

Oxxidation posted:

platted rogue legacy 2 at 87 hours, no house rules

my relationship with it was contentious. very often i would ragequit and then pick it up again fifteen minutes later. but the constant gold gain tickles the jackpot center of your brain and the metaprogression snowballs in a very satisfying way in later loops - the castle is really just laying down a foundation for the ridiculous multipliers you get from high-leveled classes or armor sets

the classes themselves were definitely unbalanced though, especially towards the end. duelist is far and away the best of them once you invest enough in DEX
I have not played that much duelist on account of not focusing on an iframe dodgeroll being one of the main things I like about the game, but what makes them in particular scale so much with dex? Ranger, lancer, ground attack barbarian, possibly ronin if you can play them better than me, all crit so consistently that perfectionist is just free gold. Gunslinger, assassin and scythe mage also crit about half their attacks. And valkyrie often has an easier time dashcritting than duelist as you have a longer range and can sideswipe enemies above/below you.

KNR fucked around with this message at 12:47 on Jun 2, 2022

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist

Phigs posted:

Undermine's basic meta currency (gold) gets real weird on a level I haven't seen before. It's the same thing you spend in the shop so you have to make the choice of spending to get power in the run or saving to get meta power. Which means you just don't buy anything at the shops. But then you eventually cap out and so all that meta currency now has no meta purpose. Which means it's free to spend in game if you get more out of a run than you can spend in the shops... which you do. So the shop, that you've since upgraded to have 3x the inventory, is less a shop and more a room you just raid for whatever happens to be in it. Every shop contains 2-4 bombs/keys, 100-200 health, a few potions, and a couple of relics. And you typically get a shop every level. If you skip the shop then a level would typically contain 1-2 keys/bombs, 0-50 health, no potions, and a relic. The swing in power just by no longer having any reason to save gold is massive and it feels like an even worse design decision than I initially thought it was.

I didn't max out all metaprogression but once you start using the shops, things get much easier per run, because you don't tend to run into situations where you don't have a key or bomb to get another boost from a chest or room anymore.

I didn't like the altars at first until I realized there are usually common ways to get rid of curses, so they are only a temporary annoyance at best and most of them have a negligible effect unless you get really unlucky and end up stacking 3+ Throw Speed decreased ones or something.

Oxxidation
Jul 22, 2007

KNR posted:

I have not played that much duelist on account of not focusing on an iframe dodgeroll being one of the main things I like about the game, but what makes them in particular scale so much with dex? Ranger, lancer, ground attack barbarian, possibly ronin if you can play them better than me, all crit so consistently that perfectionist is just free gold. Gunslinger, assassin and scythe mage also crit about half their attacks. And valkyrie often has an easier time dashcritting than duelist as you have a longer range and can sideswipe enemies above/below you.

duelist can attack as fast as you hit the button with longer reach than knight and built-in ground-air combos, so once you’ve built up your dex and crit chance they can burn down anything faster than any other melee class, even moreso if you luck out with boxing bell, Atropos scissor or the static armlet. their dash stab is also an auto skill-crit that will straight-up delete most enemies on later loops, and of course their roll is the best damage-avoidance talent besides the astromancer’s. a duelist with Wind Wall can wriggle out of most attacks even if you’re a little fumble-fingered

barbarian has them beat on raw damage but the way their attack roots them to the ground makes every boss fight a facetank contest, and on later loops that’s not always a guaranteed proposition

honestly though beyond class the most important thing is Wind Wall. that spell nullifies everything and since bosses stand still during their biggest attacks you can just fire it off and tear into them while their projectiles are being deleted

KNR
May 3, 2009
But all of that would apply just as much early game, and certainly wouldn't make them scale with crits better than the classes for whom 100% of their damage can come from crits. Maybe duelists are just always op?

Chin Strap
Nov 24, 2002

I failed my TFLC Toxx, but I no longer need a double chin strap :buddy:
Pillbug
I've progressed much quicker through NG+1 than NG on RL2 (I forget which burdens I picked but the Prime first estuary was one of them), but I'm just getting owned in the last area. Have survived long enough to get one of two chains down and that's it so far.

Oxxidation
Jul 22, 2007

KNR posted:

But all of that would apply just as much early game, and certainly wouldn't make them scale with crits better than the classes for whom 100% of their damage can come from crits. Maybe duelists are just always op?

valkyries don’t have as much base strength or attack speed, knight’s range and talent is worse, barbarians have less mobility, assassins have terrible aerial capability, gunslingers are solid but their talent is awful. only late game upgrades let you directly upgrade crit damage, crit chance, and super crit chance, so once you start building that up duelist goes from zippy-but-weak to borderline unstoppable

for reference, in my final run I was scoring crits on every third slash or so for around 1700 damage, 2300 if it was a super

WhiteHowler
Apr 3, 2001

I'M HUGE!
I've found that the Knight's attack radius more than makes up for its shorter range. I am pretty much always dash-attacking for skill (and super) crits though, so range isn't quite as big a deal.

The Knight's talent is awful though, one of the worst of the bunch. I wish there were a way to lock in a talent slot on heirs like you can with spells.

KNR
May 3, 2009

Oxxidation posted:

valkyries don’t have as much base strength or attack speed, knight’s range and talent is worse, barbarians have less mobility, assassins have terrible aerial capability, gunslingers are solid but their talent is awful. only late game upgrades let you directly upgrade crit damage, crit chance, and super crit chance, so once you start building that up duelist goes from zippy-but-weak to borderline unstoppable

for reference, in my final run I was scoring crits on every third slash or so for around 1700 damage, 2300 if it was a super
All I'm saying is, the biggest difference between early game and late game class balance is what percentage of its attacks are skill crits, as the gap between crits and non-crits grows. Duelists are middle of the pack by this measure. Everything else, including random crits, scales up all classes equally.

Because of how the game scales, specific damage numbers are meaningless, by https://rogue-legacy-2.fandom.com/wiki/Strength#Weapons the saber has 1.8 stat scaling compared to valkyrie's 1.6 and knight's 2, while hitting faster than both. But this applies just as much early game.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Is it just me or is Dragon Lancer weak as hell? Being able to fly is nice and all but having to charge up every decent attack is a slog, and the uncharged attack sucks poo poo.

King of Solomon
Oct 23, 2008

S S

Eschatos posted:

Is it just me or is Dragon Lancer weak as hell? Being able to fly is nice and all but having to charge up every decent attack is a slog, and the uncharged attack sucks poo poo.

I like the Dragon Lancer's uncharged attack, if only because it has a solid hit radius.

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here

HoboTech posted:

I've noticed and enjoyed both the moment to moment and the combo-chaining gameplay. I've been leaning into the gimmicks of "cast a spell that summons minions that casts spells that summons more minions" with a variety of flame spells/skills, and that works really well (until it doesn't). Recently I did try a run where I grabbed a bunch of lower level spells and used those and that ended up being stronger than I'd guessed. Seems like trying for fancy combos/synergies can lock you into damage types, but I'm sure there's ways around this, like the fire damage skill that adds arcane damage.

Hearing that there's a RW2 coming is great. I just hope they keep the aesthetic.

One of my favourite builds when I'm indecisive is grabbing Fireball/Lightning + one other cantrip, usually Magic Missile or Icicle. Grab Arch Sorcerer asap and you have a great base for building into just about anything. Works nicely with Cantrip Cascade.
"Pure" fire/ice/lightning builds all work well, as they have easy access to off type damage, namely fire/phys/arcane/holy, ice/phys/dark(and sometimes arcane), or lightning/holy/darkness respectively. Ice is probably the worst off, but there's not a ton of things that can't be shredded to death by splash damage from shatter.

KNR
May 3, 2009

Eschatos posted:

Is it just me or is Dragon Lancer weak as hell? Being able to fly is nice and all but having to charge up every decent attack is a slog, and the uncharged attack sucks poo poo.
Quite a few boss attacks go along the ground making the ability to hover in their face chaining charge attacks very useful, but overall they do seem on the weaker side. Flying around oneshotting regular enemies is fun enough I don't mind though.

Some tips: backdashing out of a charge sets the attack off without having to run into anything. This allows hitting enemies on a different elevation or just to use the attacks range more effectively. You can charge across room boundaries to oneshot enemies for some very safe picks. Because you're going to spend a long time in the air without any spinkicks, the class greatly benefits from dash runes. Despite the int scaling the charge has, it still scales more from str and especially dex.

HoboTech
Feb 13, 2005

Reading this with the voice in your skull.

Razakai posted:

One of my favourite builds when I'm indecisive is grabbing Fireball/Lightning + one other cantrip, usually Magic Missile or Icicle. Grab Arch Sorcerer asap and you have a great base for building into just about anything. Works nicely with Cantrip Cascade.
"Pure" fire/ice/lightning builds all work well, as they have easy access to off type damage, namely fire/phys/arcane/holy, ice/phys/dark(and sometimes arcane), or lightning/holy/darkness respectively. Ice is probably the worst off, but there's not a ton of things that can't be shredded to death by splash damage from shatter.

I think I'll give that build a try. My builds were heavy on summons when I started but I'm seeing the appeal of just shooting magic everywhere. As for ice spells, the Ice Orb is also pretty fun to use, and I guess there's a skill that lets you create steam elementals from using fire on frozen enemies, but that's going back to relying on minions again.

Also I know it has its own thread but hoping between RW and Noita at the moment and that's a prime combo for Maximum Wizard gameplay.

StarkRavingMad
Sep 27, 2001


Yams Fan
Interested in thoughts if anyone tries out My Master's a Moron.

credburn
Jun 22, 2016
A tangled skein of bad opinions, the hottest takes, and the the world's most misinformed nonsense. Do not engage with me, it's useless, and better yet, put me on ignore.
Hey gang I've been kind of not video gaming for the last year. I want to play a cool roguelite where there's tons of meta progression. Any suggestions? I've played like all of them up until and through, say, Hades, Children of Morta, Full Metal Furies, Heroes of Hammerwatch, um, Vampire Survivors though I don't know, I'm just adding that so nobody needs to suggest it ha.

Mithross
Apr 27, 2011

Intelligent and bright, they explored a world that was new and strange to them. They liked it, they thought - a whole world just for them! They were dimly aware that a God had created them, was watching them; they called out to him, thanking him in a chittering language, before running off.

credburn posted:

Hey gang I've been kind of not video gaming for the last year. I want to play a cool roguelite where there's tons of meta progression. Any suggestions? I've played like all of them up until and through, say, Hades, Children of Morta, Full Metal Furies, Heroes of Hammerwatch, um, Vampire Survivors though I don't know, I'm just adding that so nobody needs to suggest it ha.

Rogue Legacy 2 is probably the way to go then.

precision
May 7, 2006

by VideoGames
yeah Rogue Legacy 2 is maybe the most fun game i've played in many years. it's nuts how good it is, and they keep pushing major balance patches to make the game even more fun. like, it was perfectly fine at release but they're planning on all kinds of neat stuff

Evil Kit
May 29, 2013

I'm viable ladies.

I'll toss in my recc for Heros of Hammerwatch if you really like metaprogression and gauntlet style gameplay in pixel format.

credburn
Jun 22, 2016
A tangled skein of bad opinions, the hottest takes, and the the world's most misinformed nonsense. Do not engage with me, it's useless, and better yet, put me on ignore.
Wait, I thought I had heard Rogue Legacy 2 was a disappointment?

Evil Kit
May 29, 2013

I'm viable ladies.

according to all the posts in the thread it's generally an actually solid game that they've enjoyed overall.

tildes
Nov 16, 2018

credburn posted:

Wait, I thought I had heard Rogue Legacy 2 was a disappointment?

Apparently it got much better in early access than it was when it first went into EA 🤷🏻‍♂️

Mithross
Apr 27, 2011

Intelligent and bright, they explored a world that was new and strange to them. They liked it, they thought - a whole world just for them! They were dimly aware that a God had created them, was watching them; they called out to him, thanking him in a chittering language, before running off.

credburn posted:

Wait, I thought I had heard Rogue Legacy 2 was a disappointment?

Maybe during EA? Since release it's been quite well received.

Oxxidation
Jul 22, 2007

credburn posted:

Wait, I thought I had heard Rogue Legacy 2 was a disappointment?

it sucks and it’s awful and I have played it for one hundred hours

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LazyMaybe
Aug 18, 2013

oouagh
I haven't really heard anyone say that RL2 is bad

I would also recommend Time Break Chronicles for a chill roguelite. most of the metaprog is just unlocking different party members, but the game starts at a very relaxed difficulty until you go up high on the incremental difficulty scale.

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