A bit frustrated
Posted: Tue Aug 14, 2012 1:07 am
I'm willing to give this game a few more chances, but I'm about to quit in frustration. First off I'm not new at roguelikes, and even had a couple of Tome winners back before it became it's current incarnation. I've also played ZAngband, Angband, UnAngband, Moria, Nethack, ADOM, and probably others, but never completed any of those. I'm mentioning those because I've never been as frustrated with any other roguelike as much as this one.
So on with the details. I've been playing a dwarf bulwark - haven't moved into any other race/class, just to try to 'get into it' and learn the ropes on one character. After about 20 deaths excluding abortive starts where I die in Reknor, I've run into an impasse. It seems that when I die, there's nothing at all I can do about it, and I think the problem is fundamental to the game as it was designed.
In ToME, there are no potions, scrolls, and tools are relegated to either magic wands/staves or duplicating some minor abilities that either my dwarf doesn't need or can't use. So my toolset that I have to use is pretty much the following 3 things: skills, equipment, and infusions. It could be that I'm investing in the wrong skillset, but if anyone wants to tell me where my build went wrong, feel free, but I'm going to explain my problem.
So, skills. I invested in offensive shield skills and as much as possible in general accuracy, weaponmastery, and armor. I invest in that skill that gives extra spell save (forgot the name for the time being) because I can see a glaring weakness in the character to magic/mind/whatever. It isn't enough. Damage types are so varied that I just can't cover my bases to a minimal extent. I was killed once by a trap doing 125 arcane a hit, and I have no idea if any skill could have helped with that. There's no skill that gives mind resistance that I can tell, and the 'recover from effects' skill doesn't look attractive because it's not powerful enough. If something is going to kill me with 8 bad effects on the stack at once within 3 turns, recovering from an effect every few turns doesn't do any good. And if there were more skills I wouldn't be able to invest in them because I'd have to weaken my build by spreading out my points even more.
For equipment, there's just not enough protection available to guard against the things I'm most vulnerable to. I may be a tank, but if a weak mind creature makes me act randomly it is all for nothing if I don't recover. So even if I see a halfway decent piece of armor with protection from something I almost always pass it up. Why? Because the protection is too narrow. Why downgrade my armor rating just to get 10% resistance to electricity? The resistances offered just aren't big enough or broad enough. I do swap some things if I know what I'm getting into, but so far that's really only been useful a single place - the lightning elemental attack on the Hobbit-town (yeah, I know, I forgot the name) - and even then I only got something like resist lightning +15% (which means that if my resistance is one, squat...) and a torc that I could activate to reduce electrical damage 15pts a turn, which is pretty weak when creatures are zapping me for 150 a pop. So I suggest that the narrow typical roguelike set of resistance buffs on equipment is not good enough any more.
Infusions - these are the worst offenders. So we don't have scrolls, potions, and wands of anything useful anymore, but we get infusions. What good are they when some random undead puts them in cooldown for 6 turns? Dead. Why do I invest so much time collecting the only tools I can find only to have them all taken away when they matter? The only way to teleport away is with an infusion. My healing is all infusions. My +600% movement (that I can't even attack while using) is an infusion. I haven't yet found any artifacts which give any escape skills, the most powerful being a torc that allows me to cast Juggernaut (ignore 20% damage or so), but it's totally ineffective. Always having some form of escape is a core tenet of the roguelike - you learn it early and you always abide by it. But I am given no other options in Tome 4. I was recently awarded my most frustrating death, when I opened a grave in Daikara only to meet a named wraith that gave me about 8 bad conditions all at once and was able to kill my super-armored 575 hp dwarf (compared to his level) in three turns without any chance to respond. All infusions were on cooldown. I had an 80% chance each turn to do something random. I died because I had no options.
I'm well aware that roguelikes are punishingly hard. The random deaths are expected, in a certain quantity. But ToME has risen to a new level of frustrating for me.
So the reason I'm writing all this is because I've never had the experience before in a roguelike so often that there was really nothing else I could have done. When I played Nethack, I died a lot, but I learned a lot, and there were innumerable times where I looked back on my death and realized what I could have done, but not with ToME 4. So please, give me the tools I need to experience challenges and win, not just a binary results of beating them down easily or dying helplessly. Give me more options (or at least tell me why I stink...).
Thanks for listening...
EDITS: English!
So on with the details. I've been playing a dwarf bulwark - haven't moved into any other race/class, just to try to 'get into it' and learn the ropes on one character. After about 20 deaths excluding abortive starts where I die in Reknor, I've run into an impasse. It seems that when I die, there's nothing at all I can do about it, and I think the problem is fundamental to the game as it was designed.
In ToME, there are no potions, scrolls, and tools are relegated to either magic wands/staves or duplicating some minor abilities that either my dwarf doesn't need or can't use. So my toolset that I have to use is pretty much the following 3 things: skills, equipment, and infusions. It could be that I'm investing in the wrong skillset, but if anyone wants to tell me where my build went wrong, feel free, but I'm going to explain my problem.
So, skills. I invested in offensive shield skills and as much as possible in general accuracy, weaponmastery, and armor. I invest in that skill that gives extra spell save (forgot the name for the time being) because I can see a glaring weakness in the character to magic/mind/whatever. It isn't enough. Damage types are so varied that I just can't cover my bases to a minimal extent. I was killed once by a trap doing 125 arcane a hit, and I have no idea if any skill could have helped with that. There's no skill that gives mind resistance that I can tell, and the 'recover from effects' skill doesn't look attractive because it's not powerful enough. If something is going to kill me with 8 bad effects on the stack at once within 3 turns, recovering from an effect every few turns doesn't do any good. And if there were more skills I wouldn't be able to invest in them because I'd have to weaken my build by spreading out my points even more.
For equipment, there's just not enough protection available to guard against the things I'm most vulnerable to. I may be a tank, but if a weak mind creature makes me act randomly it is all for nothing if I don't recover. So even if I see a halfway decent piece of armor with protection from something I almost always pass it up. Why? Because the protection is too narrow. Why downgrade my armor rating just to get 10% resistance to electricity? The resistances offered just aren't big enough or broad enough. I do swap some things if I know what I'm getting into, but so far that's really only been useful a single place - the lightning elemental attack on the Hobbit-town (yeah, I know, I forgot the name) - and even then I only got something like resist lightning +15% (which means that if my resistance is one, squat...) and a torc that I could activate to reduce electrical damage 15pts a turn, which is pretty weak when creatures are zapping me for 150 a pop. So I suggest that the narrow typical roguelike set of resistance buffs on equipment is not good enough any more.
Infusions - these are the worst offenders. So we don't have scrolls, potions, and wands of anything useful anymore, but we get infusions. What good are they when some random undead puts them in cooldown for 6 turns? Dead. Why do I invest so much time collecting the only tools I can find only to have them all taken away when they matter? The only way to teleport away is with an infusion. My healing is all infusions. My +600% movement (that I can't even attack while using) is an infusion. I haven't yet found any artifacts which give any escape skills, the most powerful being a torc that allows me to cast Juggernaut (ignore 20% damage or so), but it's totally ineffective. Always having some form of escape is a core tenet of the roguelike - you learn it early and you always abide by it. But I am given no other options in Tome 4. I was recently awarded my most frustrating death, when I opened a grave in Daikara only to meet a named wraith that gave me about 8 bad conditions all at once and was able to kill my super-armored 575 hp dwarf (compared to his level) in three turns without any chance to respond. All infusions were on cooldown. I had an 80% chance each turn to do something random. I died because I had no options.
I'm well aware that roguelikes are punishingly hard. The random deaths are expected, in a certain quantity. But ToME has risen to a new level of frustrating for me.
So the reason I'm writing all this is because I've never had the experience before in a roguelike so often that there was really nothing else I could have done. When I played Nethack, I died a lot, but I learned a lot, and there were innumerable times where I looked back on my death and realized what I could have done, but not with ToME 4. So please, give me the tools I need to experience challenges and win, not just a binary results of beating them down easily or dying helplessly. Give me more options (or at least tell me why I stink...).
Thanks for listening...
EDITS: English!