![]() Later game, when I already have the items I want, I'll focus on skull rooms over item rooms to finish maxing out my skulls because I'm more likely to get something valuable. I always prioritize the loot room (gold piled up around it) over a skull room, and then choose the skull room if the only other choice is a plain room. Your odds of getting a high quality skull are extremely low in the first two acts. You shouldn't be focusing on skulls in the early game. I always have at least one unique by act 3 because of this, and the starting common skulls are surprisingly powerful at their unique/legendary levels. You can use skull fragments to upgrade your common skulls into legendary skulls pretty consistently. Skul does more to fight RNG than most games of a similar nature by letting us scrap what we find and having actual, fairly powerful uses for that scrap. ![]() ![]() The game doesn't need them all at the same, but this system needs somethingĪlso, the passive system of items is confusing for beginners with no explanation (What is this banner? Since when do I drop a bomb when I switch?) Having a pattern or some predicable way to get skulls of the type I want.All skulls are worth the same amount of bones.Being able to see the rewards of an room before choosing it.To be able to do that, I would need to be offered more options, instead of only really chosing in hero fights and stores One of the most fun you can have with this game is drafting an achetype, not a mish mash of stats. For some reason, not all skulls have the same bone value, even though they require the same effort, as you can't even use gold to buy them. Every time I walk into a door choice, and I pick a skull room because my current skulls suck, I'm being punished with not getting an item, and if the skull in said room is common, guess what, I traded an item for 5 bones, and will need to pick a skull room again. If all I get are rare skulls, I'm not getting deep into act 3. If I get a Legendary skull in act 1, I kick ass. The main pitfall with this kind of games is making how well we do in runs depending more on RNG than skill.
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