Secret of mana and zelda are action rpgs, therefore this is an arpg. Have u found a hat yet? You will need to hunt them down and figure out which is best for each dungeon/floor. Don't get me started on what hats to wear during boss fights...
Is the mage's "frigid ~" upgrade working at all? It summoned a white orb thing with a lot of particles, but seemed to have zero effect on enemies. This is why I rarely get any of the forge upgrades -- many of the ones I've tried seemed like downgrades. The passives are fine. They aren't meant to be OP like getting over-leveled in an RPG would be. But yeah, see above re: forge upgrades. Hats are cosmetic only.
Knowing what a great job they've done in enemy designs, it is unacceptable just how poor the passives are, like "+1% critics". They can do better than this I'm sure. I don't ask for overpowered passives and upgrades, but merely just ones with better design.
Just got killed as the warrior by the last boss after just holding on for about 8 levels, the boss dropped in a bunch of dynamite-throwing guys, just got overwhelmed
Is there a trick to getting past the door in the credits level? I took out all the enemies (that I know of) but door is still locked.
there is a hidden area where u meet a gnome and he says the door is open and then u can go to the blocked area and get the gnome hat
Not to spoil the fun, but I just want to clarify and state definitively: hats only affect a character's appearance. They're purely cosmetic and provide no stat or ability benefits. On the other hand, equipping the hat that feels right for the character at a given moment can give you a feeling of confidence and provide aesthetic pleasure.
Mines explode quite fast. I ran straight across one as the mage and got hit. ...Please tell me that there aren't mines in the massive 20 floor dungeon. This is going to hurt.
Cultist is super overpowered I think. But she gets to stay strong because, for whatever reason, no one considers her at the top of the strength charts besides me. I think Zelda is more of an action-adventure. RPG just means "the game is based around making numbers go up". I call Wayward Souls an action-adventure for this reason, since the numbers are much less important compared to player skill. It shuts off all enemy spellcasting. It also slows enemies, but the effect can be hard to notice unless an enemy is using a charging attack. Otherwise the enemies waddle through quickly enough. What I might do is increase the size of the slow field. This will increase the size of the anti-magic field, too, but I think this doesn't matter much since it tends to catch spellcasts really easy, anyway.
I agree, mines are definitely one aspect of the game that needs a re-work. The only characters that can effectively deal with them are warrior with shield and rogue with dash. Every other character will get blown to smithereens. Even the pro players on YouTube can't avoid them which tells me their delay needs to be increased.
Adventurer's lantern turns them off. Also you can reveal them before they blow up, just gotta keep your eyes peeled. I bet the other unmentioned classes have ways to diffuse them too, but I haven't discovered them yet.
But they're so unnoticeable when you're running around a dark room trying not to be killed by monsters. Maybe if they went off after enough time to run straight through one without getting hit...? That sounds reasonable enough, right? They seem kind of unfair now. Or just really annoying.