Thoughts after playing the game for a week...
Posted: Sun Sep 16, 2012 8:35 pm
So, got started on ToME recently and it's got some really good parts, and some really frustrating parts. Here's what felt frustrating to me, what I'd like to see changed in some way or another.
What I loved
All the things you could play! The unlocking! The dozens of things you could try! The awesome music! The concept!
What needs fixing
#1: Physical characters get shafted on stats, they need to spread themselves wider to be effective. Some sort of minor boost to Mental/Magical saves from Constitution would be nice.
#2: Level generation. After the Trollmire, and with the exception of the Maze, almost every dungeon seems to consist of 1-width corridors with the occasional cramped room. This really makes maneuverability completely negated in a lot of situations, and enemies that can shoot over their minions become disproportionately powerful. Doesn't help that almost every enemy seems to have a better sight radius than you, so a lot of boss fights start off by getting hit from out of view for crazy damage.
#3: Confusion/Stun/Paralyzing effects really need to either go or be incredibly nerfed when used on the player. My logic is this... in an RPG where I have a party, one or two members getting Confused/Stunned is an interesting predicament because suddenly I need to improvise and decide between curing them or countering. In ToME it just means that my only character is effectively out of the game for the next five or six rounds and I get to twiddle my thumbs and hope he doesn't die. Wild Infusions sometimes work... assuming they don't get locked down or Confusion doesn't leave my character refusing to do what I tell him.
#4: Better feedback in-game from messages. My Temporal Warden's sustained abilities kept getting disrupted for no apparent reason. Just said "WHOOPS, DISRUPTED" at irregular intervals. Not at all in some locations, constantly in others. Was it the location? Something I was carrying or doing? My stats? An enemy? Nothing said.
#5: More reliable status effects and better information about what they do. One of my TW's big abilities was supposed to be his AoE stun spell which would be really great... if it ever actually worked. Levelled it up, boosted my spellpower, never stuck a single time. Not to mention that about the only way to know what a given status effect does is to get hit by it and know what it does from reading the description then.
#6: In-game feedback on what zones are intended for what levels. Why not represent it on the overworld map? I shouldn't have to resort to a wiki to tell whether a given area will pulp me or not.
#7: Adventuring parties. Just no, just God no. Was it actually supposed to be possible to survive them without using one of the more broken classes? Because fighting the equivalent of three PC's at once, three PC's of roughly my own level or better, just does not spell "fair odds."
#8: Less redundancy in abilities. My TW basically had five different "teleport somewhere nearby or make a portal there"-abilities. Which, again, might've been more useful if not for the level generation but... even so, it felt like there were some skill trees that became super-redundant because of it.
What I loved
All the things you could play! The unlocking! The dozens of things you could try! The awesome music! The concept!
What needs fixing
#1: Physical characters get shafted on stats, they need to spread themselves wider to be effective. Some sort of minor boost to Mental/Magical saves from Constitution would be nice.
#2: Level generation. After the Trollmire, and with the exception of the Maze, almost every dungeon seems to consist of 1-width corridors with the occasional cramped room. This really makes maneuverability completely negated in a lot of situations, and enemies that can shoot over their minions become disproportionately powerful. Doesn't help that almost every enemy seems to have a better sight radius than you, so a lot of boss fights start off by getting hit from out of view for crazy damage.
#3: Confusion/Stun/Paralyzing effects really need to either go or be incredibly nerfed when used on the player. My logic is this... in an RPG where I have a party, one or two members getting Confused/Stunned is an interesting predicament because suddenly I need to improvise and decide between curing them or countering. In ToME it just means that my only character is effectively out of the game for the next five or six rounds and I get to twiddle my thumbs and hope he doesn't die. Wild Infusions sometimes work... assuming they don't get locked down or Confusion doesn't leave my character refusing to do what I tell him.
#4: Better feedback in-game from messages. My Temporal Warden's sustained abilities kept getting disrupted for no apparent reason. Just said "WHOOPS, DISRUPTED" at irregular intervals. Not at all in some locations, constantly in others. Was it the location? Something I was carrying or doing? My stats? An enemy? Nothing said.
#5: More reliable status effects and better information about what they do. One of my TW's big abilities was supposed to be his AoE stun spell which would be really great... if it ever actually worked. Levelled it up, boosted my spellpower, never stuck a single time. Not to mention that about the only way to know what a given status effect does is to get hit by it and know what it does from reading the description then.
#6: In-game feedback on what zones are intended for what levels. Why not represent it on the overworld map? I shouldn't have to resort to a wiki to tell whether a given area will pulp me or not.
#7: Adventuring parties. Just no, just God no. Was it actually supposed to be possible to survive them without using one of the more broken classes? Because fighting the equivalent of three PC's at once, three PC's of roughly my own level or better, just does not spell "fair odds."
#8: Less redundancy in abilities. My TW basically had five different "teleport somewhere nearby or make a portal there"-abilities. Which, again, might've been more useful if not for the level generation but... even so, it felt like there were some skill trees that became super-redundant because of it.