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EscortQuest

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A member registered 10 days ago

Recent community posts

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Now that I'm into blue treasure items that attract three classes, I'm finding that the fact that I don't know the stat distribution for each class has become absolutely unacceptable. If I can't find a way to know what stats the classes have/don't have (in this iteration of fantasy universe), I will have to stop playing, I think. three classes means that it's now become SUPER important to know what kind of traps/monsters will be difficult for this combination of classes. But it seems like, apart from general cultural norms, (or examining random encounters' ephemeral battle ticks, I'm so not doing that) There's no way to know =( It's frustrating bc I do like the game/concept! Would it break everything to post a sign that pairs classes with stat norms in this universe?

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I discovered this game a couple days prior to the server going offline between Mirage and Allflame - great timing for me! I've put in quite a few hours, and here's what I have for you so far:

It'd be convenient to see the exile's equipped items (or at least weapon) from the Passive-Choosing view

Search for tags (where's that +chaos damage amulet? I know I had one)

List of innate resistances (sans gear) on the passive-choosing view would help me choose

Also a text list of all past passive choices, so I don't have to scroll up and hover to read them

Would be nice to see a "no scars" indicator somewhere - took me a while to figure this one out, oops

The higher level exiles are super unhappy, but if I send them out to do big-girl and big-boy missions, I get a wipe sometimes... Makes sense, but it's hard to grind up the exalts and gear needed to not-wipe without a huge team of exiles, and then they eat me out of house and home. I did hear that you took Darkest Dungeon as an inspiration.. it shows, man =P it shows

I'm glad the names are able to be long, There's no other way for me to keep track of what I'm trying to do with them thematically, with passives and weapons and such. One is named "ShockyMcMaceFire", another is "Speedybonk-MaceAtkSpdPoison". A way to assign 3-6 tags to an exile's card, maybe right after their level? would be fabulous. Color-coded, Even if the tags/the marks were abbreviated hard, it'd help me keep track of them and my plans for them without bringing up their sheet a -lot-.

It's unclear exactly what benefit giving them more food will do. I assume extra morale? or Vit? I tried it, and I feel like i'm still mostly in the dark about it

When I'm naming an exile, I try to use the right and left keys to navigate the text field (gotta spell those abbreviations carefully), and that actually still rotates which exile I'm looking at, oops. This happens more than I'd like to admit. 

Because the names are different lengths, the left and right arrows at the top of the stash window: move around every time you click them UAGH

A couple of my team's exiles got a small (+17ish) HP heal right when we get back to the camp screen, but not the others. I can't figure out why.

Getting above ilvl3 item drops, and a newly common weapon affix seems to be %increased [element] damage -- this is usually quite useless, unless the weapon does that element type. Seeing it once in a while would be one thing, but as I get into level 4-5+ gear level, I'm seeing it more and more often, and it's frustrating. What would it be amplifying, dinky damage given from rings? it seems to be taking up slots that actual dps affixes should be occupying, so it's disheartening. I have one weapon that has two of these affixes, completely useless. I say that just to illustrate how common they are once you reach a certain ilvl. I have nowhere near enough exalts to fix this much problems with the gear.

I really love that when crafting, the potential results are listed right there! awesome!

I've upgraded the scout and hunting posts 3-4 times now, and the amount of stuff they bring back is quite underwhelming. I'm choosing the hardest areas, but they still bring back barely enough to feed themselves, maybe one or two others, - - I feel like they would have been far more useful as a normal member of the team about half the time. Plus it wears them down. ugh. I'd put more survival/scavenge on them, but aint nobody got the currency for that

it's been three days now that I've had two exiles in the field infirmary, and out of the 4 scars they have, only one has been cured D= I get that it's not automatic, but still, grr. The ROI on having them in there is poor. Maybe I should just let them go...

Higher lvl gear needing more exalts is logical, but it's keeping me in the hole, for sure. Currency income seems quite low, and now upgrading the base is sapping it, too... it says the zombie mission takes a lot of fire damage, but I don't have enough exalts to fine tune the gear. I feel like I'm limping along, it's getting frustrating and I'm losing my grip on the dopamine. I'm on day 52, and I have SO much gear needing slammed.. I have 17 exalts, but that's like... 3 slams, maybe? I feel like I'd have so much fun crafting a LOT in this game if I could actually do it. Would it really break everything to remove the ilvl currency multiplier? I'd play the hell outta that game. Maybe I need an 'easy' difficulty level? =P

Please note, these aren't really questions, and I won't be looking for answers from you on these, they're just suggestions/windows into my experience. I can admit I'm a powderpuff gamer who's never even peeked into hardcore in pretty much any game, so my idea of what's 'hard' can be different from the masses. But yeah!  The game is dope! Excellent work, man!

-EscortQuest