Originally Posted by virumor
I think the problem with the end fight of Ego Draconis was that only very specialized builds (for example, a pure warrior pumping everything in strength, vitality and skills that regain health actively or passively could easily survive - even standing in the middle of the room just hacking away), while maybe most players would spread out skills during the game making survival harder.

I think that's what ended up happening with me - it's not like I chose my skills at random, but the end result was that even "easy" usually translated into "ludicrously difficult". One of my main aims when playing games like this is adventuring: exploring and interaction, in other words. While I like combat to present something of a challenge, it very quickly gets to the point where it ceases to be challenging and becomes a chore. I loved Ego Draconis overall, but the latter point was too often true of my combat experience.

Having read through the FAQs I can see a number of areas where I went wrong, but in lieu of that information I think it was a bit counterintuitive, at least considering the deleterious effects on my survivability. Although I like to get immersed in a game, I'd prefer not to have to conduct an academic study into its mechanics just to survive!

In short, hopefully any "rebalancing" will translate into a further separation of the easy, normal and hard choices - the hardcore types can have their way, while I can explore to my heart's content without being slain every few minutes!


J'aime le fromage.