Insane Mode

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Arthandas
Posts: 4
Joined: Mon Nov 21, 2011 12:43 pm

Insane Mode

#1 Post by Arthandas »

Ok, I started the game on normal difficulty and it quickly became boring because I could just click everywhere like a retard and still kill everything in sight. I decided to create a thalore rogue on insane/rougelike and suddenly I can't kill even the first mob I approach! I mean, those f***ers just run through 2 explosive traps and still manage to kill me in direct fight when they are at 25% life! I just lost like 50 rogues to first 1-3 creatures. If I make a fighter then I can stand my ground and fight even 2 mobs at a time and easily get to 5th level. The insane mode is playable as a fighter but it's completely broken for a rogue. Or am I just doing something wrong? Is there some secret way to play rogue on insane and not fail?

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
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Re: Insane Mode

#2 Post by lukep »

Not that I know of, Insane mode is not balanced, and I don't think it ever will be/is intended to be.
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Melee Talent Creator
Annotated Talent Code (incomplete)

Arthandas
Posts: 4
Joined: Mon Nov 21, 2011 12:43 pm

Re: Insane Mode

#3 Post by Arthandas »

It's a shame because on normal this game is no fun and on insane it's unplayable (except for tank warriors).

snoop
Thalore
Posts: 122
Joined: Wed Sep 21, 2011 4:40 am

Re: Insane Mode

#4 Post by snoop »

Arthandas wrote:It's a shame because on normal this game is no fun and on insane it's unplayable (except for tank warriors).
How far did you get? The early game is pretty easy for the most part (for a roguelike), but once you hit stuff like the Temporal Rift or Dreadfell the difficulty goes way way up...

eronarn
Thalore
Posts: 161
Joined: Sun Jan 02, 2011 8:38 pm

Re: Insane Mode

#5 Post by eronarn »

b35 actually managed to make Insane even worse. Many early spellcasters do more damage than your max health even with their non-crit basic spells. See also everything to do with the new saves system.

getter77
Thalore
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Re: Insane Mode

#6 Post by getter77 »

I strongly reckon Insane will get better when it is, one should hope, eventually dis-coupled from "Maths" as the differentiator.

eronarn
Thalore
Posts: 161
Joined: Sun Jan 02, 2011 8:38 pm

Re: Insane Mode

#7 Post by eronarn »

Balance is hard so let's just throw numbers at it

Image

YEAH

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Insane Mode

#8 Post by Frumple »

I count 406 talent points invested! That's a bit less than double the most I've seen on a normal difficulty farportal boss.

I can only imagine the buggers mastery makes the effective level on some of those really high ones completely hilarious.

Grey
Loremaster
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Re: Insane Mode

#9 Post by Grey »

Um..... wow. There should really be a hardcap of 10 or something, cause that's just... well.... insane. And not in a good way :P
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eronarn
Thalore
Posts: 161
Joined: Sun Jan 02, 2011 8:38 pm

Re: Insane Mode

#10 Post by eronarn »

Even 10 won't really work - for example, Rush 10 lets you rush 13 squares.

If talents >5 are going to be allowed, talents should be redesigned so that they aren't completely broken at those levels.

darkgod
Master of Eyal
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Re: Insane Mode

#11 Post by darkgod »

Yes it's mostly non-damage talents that can get broken, damage talents have a log scaling anyway
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eronarn
Thalore
Posts: 161
Joined: Sun Jan 02, 2011 8:38 pm

Re: Insane Mode

#12 Post by eronarn »

Image

Probably the worst offender I've seen.

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: Insane Mode

#13 Post by Rectifier »

Oh my god that is just ludicrous.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Insane Mode

#14 Post by lukep »

Nice, Wildfire level 16, now it can ignore 160% of your fire resistance IIRC.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

porkzar
Yeek
Posts: 13
Joined: Sun Dec 04, 2011 7:25 pm

Re: Insane Mode

#15 Post by porkzar »

One really painful talent on insane is re-assemble, after 50lvl all the skeletons starts having 10lvl re-assemble, which has 5 turn cooldown and heals for 1k. Add 10-15lvl bone armour on top of that and killing skeletons becomes really painful at that point of the game unless you've gotten really lucky with items and have enough firepower to nuke em down. At best I've spent 5 minutes nuking one normal skeleton warrior till I got really lucky with freezes.

Not to mention necromancers who summons 7-10 skeletons with one cast at best. Even when you disperse the necrotic aura from the caster and kill him, all the skeletons have that high level re-assemble and bone armour so they can keep themselves alive even without the master around.

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