Flares are super bad???

I can't be the only person that thinks these flares are clunky and hardly ever work?? Even with the light on the ground I still take damage for a period after it being on the ground.
The time I've thrown the flare and it activates I'm already dead.
Last bumped on Sep 2, 2018, 1:26:22 PM
its because your light radius needs to be upgraded. i haven't upgraded flares in the slightest, and right now my radius is 10%. meaning even if i drop a flare, i'll take damage because its basically non existent.

my dynamite is 0% damage and radius as well. it probably won't even do anything.

so yeah, you gotta spend a few hours farming azurite to specifically level them up, or ignore them forever (which is what im going to do).

the side path hidden room things are broken anyway
Yes, thay are broken, it is a known issue. has nothing to do with upgrades.
Organic chemistry is a weird thing. If you add a spoon of shit to a barrel of jam you'll get a barrel of shit.
Probably going to join you on that, too clunky for my liking.
"
Oblitus wrote:
Yes, thay are broken, it is a known issue. has nothing to do with upgrades.


yup....it absolutely does.
if you upgrade them their light radius will be much larger and thus you'll actually have light when you drop them.

dropping them is another issue. having them drop at your feet in the direction you're facing, instead of on your cursor, was a bad move IMO.
Seeing that we've spent one day playing, I'm still going to give it a chance. It doesn't bother regular play. So, just keep playing for a bit. Chris acknowledged that they need to look at flares, so expect some degree of change there.
This is another case of GGG balance/testers totally miscalculating how people will play the game. They assume we will stay on some absurdly low level delve content (to the extent we invoke the currency drop penalty) ad nauseam gathering azurite to upgrade flares, light radius and darkness resistance and then move on to the next level, constantly behind the level we would be playing in maps. I really wonder if they should think about recruiting some "no-life" alpha players because some of the stuff that makes it to live is head-scratchingly bad.
Last edited by ladish#6213 on Sep 1, 2018, 10:21:30 PM
^ ya agree
"
ladish wrote:
This is another case of GGG balance/testers totally miscalculating how people will play the game. They assume we will stay on some absurdly low level delve content (to the extent we invoke the currency drop penalty) ad nauseam gathering azurite to upgrade flares, light radius and darkness resistance and then move on to the next level, constantly behind the level we would be playing in maps. I really wonder if they should think about recruiting some "no-life" alpha players because some of the stuff that makes it to live is head-scratchingly bad.

Actually, it is the opposite. They are making it so to be difficult for no-life players. They should hire some average players to test how it would be for 99% of players. But from What I've seen, it is more like "they should hire SOMEONE" because there is no way anyone could play for two hours without realizing how broken everything is.
Organic chemistry is a weird thing. If you add a spoon of shit to a barrel of jam you'll get a barrel of shit.
I love the concept of destructable walls. Feels as great as lab secret rooms but the current implementation meant i found and broke my first wall at level 70.
IGN: Arlianth
Check out my LA build: 1782214

Report Forum Post

Report Account:

Report Type

Additional Info