Controller support's looking good. Team hasn't gotten to much other update stuff yet though. Boss healthbar is still planned, I'm thinking near the bottom of the screen maybe. After Update 2 is done, Wayward Souls team is splitting in two for awhile. Programmer will be working on the PC version. Around the same time as the PC version release, we'll do Update 3 which I think will mostly be the new PC content including the Paladin. Probably also anything we missed in Update 2. Update 3 is the last major content update we have planned for the game. I think after that I want work to start on an idea for a similar game, but designed for co-op multiplayer. Brandon (artist/designer) will be working on the Zelda-y spinoff for awhile after Update 2 is done. It'll be a small "open dungeon" game, with exploration and finding items that help you reach new areas. That should please people that thought Wayward was too difficult, since the goal here would be to focus more on exploration than difficult combat. ALSO Wayward Souls is coming to Android in about a week.
I may be a minority, but i don't need/like the boss health bar. 2 reasons: 1) i prefer to be forced to focus through the entire battle, and not knowing when the last blow will come helps a lot. People who have played a Monster Hunter game know what i'm talking about. 2) i like the clean HUD as it is now. Another bar wherever would make things annoyingly cluttered. Since, as i said, i'm probably one of few thinking this, could you please at least put a toggle for this in the options? Boss Health On/Off. Pretty please?
I think they're trying to keep options at a minimum, but it would be cool to see it as an option for the more hardcore players.
This sounds reasonable but I'm not actually sure. Mostly depends on if we have room left in our options menu, at that point. I think we will, but not completely sure.
Yeah I think a boss health bar could get in the way of your vision in some of the more difficult fights, specifically obscuring your view of the mobs in the last boss fight
Dont like boss health bar I died many times in dark souls because I got too eager when the boss was near death.
No idea, it's pretty far ahead. Except our plans with Paladin is to give him his own dungeon, using remixed parts from previous dungeons. Pretty sure by that point we'll also have a new monster group or two. Oh, maybe. Will pass this along as an idea.
I think a small, thin, traditional health bar rested at the very edge bottom center of the screen with the option to enable it/disable it, would be best. Or even a smaller bar at the top right, next to the scroll icon. I can't imagine it blocking the view of mobs. Or having a percentage above the head of the boss, but I think it'll probably be harder to add?
I thought about Varos idea, what about when the boss is getting more and more damaged they would look more and more bloody and worn out, this could go along with the health bar, so for the more hardcore players they could have the bar off but the boss would still get bloodier the closer they are to death, and if the bar is on the boss would still get bloody.
With the yellow dust you can actually dash past humprey and into the next level. You do not need to fight him at all!
Changing its color should be more than enough. Metroid 2D games had bosses changing their colors and attack patterns the more damage they took, and it worked quite well.
This game uses the term "RPG" more loosely than any game I've ever played. In my opinion it isn't an RPG at all, in fact. It's an action-adventure/roguelike. Regardless of genre, I strongly disagree with your post, and I'm sure anyone who has ever swapped out the adventurer's lantern for a shield, or his projectile attack for a dash attack would as well, since both forges (and many, many others) completely change the play style of the character.
I just got the Skullhack on the 3rd floor of The labyrinth. At the 6th floor I got the Steel Plate followed by the Skullhack 2 on the next floor. On the last floor I had the Skullhack 2, Mirror of Kamran 2 and Steel Plate 2 and went on to finnaly beat the Labyrinth . (I credit my run to getting The Shull hack and its upgrade so early along with the Steel plate, Mirror of K didn't hurt either with it now being able to reflect ) And about my Twins suggestion, ya I guess it is different than the how Mages staff works, but you should know what I mean regardless. (Shoot 2 at full energy, shoot 1 with I dunno almost full energy?) I don't think the concept was that complicated? Also, is the Paladin going to have all the moves he had in the Opening Intro? (Or will it be all completely new moves?)
That's why I said 95%. With some luck, adventurer can basically "cosplay" any other jobs, which I find really cool. But worrior, rogue, mage and spellsword don't have any style changing upgrades, cultist has a dash, but not quiet as useful as stealth. And ironically some pro players here consider adventurer the weakest.
I think every one of the warrior's upgrades save for platemail and the bonus damage axes alters his playstyle in some way, either dramatically or subtly. Same with Mage and Rogue. More than enough that if you don't appropriately adapt, you may get stomped. I haven't played Spellsword much though. I think the type of dramatic changes you're looking for are in the differences between the classes themselves.
I'm playing as Cyril (Adventurer) and for the first time I came across Red Death. It lowers your health regen between floors but gives you a chance to kill an enemy in one strike. What I'm wondering is whether or not the one hit kill can happen against a boss. Anybody experience this?