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ZozmaSage

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16 Badges
Jun 27, 2012
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  • Dungeonland
  • Magicka
  • Warlock 2: The Exiled
  • Pillars of Eternity
  • Magicka 2
  • Warlock: Master of the Arcane
  • Warlock 2: Wrath of the Nagas
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: With Fire and Sword
  • Magicka 2: Ice, Death and Fury
  • Tyranny: Archon Edition
  • Age of Wonders III
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
Just purchased Dungeons and Daemons and played it for the last two hours. I didn't finish it, having gotten to what (I assume) is the scenerio's final boss and losing interest about twenty minutes into it. Here are my thoughts:

1) Mob strength is consistent throughout, and reasonably fair for singleplayer. You'll mostly be fighting goblins, orcs, goblin wizards, and trolls. Only one new enemy type, near as I can tell, and it's nothing overly special. There's a giant mob rush toward the end where you're meant to endure against trolls, beholders, wizards, and waves and waves of orcs and goblins. That bit's no fun, though I imagine it'll be much more enjoyable for multiplayer. It's also the only part I died at, and I did so about four times.

2) No new magicks, and the only one I found was haste. Unfortunate on both counts; there are a few old magicks that would have been really good additions. I'm wondering why devs keep excluding them?

3) There's a fair bit of weapon and staff pick-ups. You won't be hurting for them like in The Other Side of the Coin.

4) For singleplayer, ERARA, ERASA, and EDF will be your friends.

5) The last boss is interesting. I went up against him for twenty or thirty minutes before giving up, and I really can't see any practical way to beat him singleplayer. He's not nearly as dangerous as Vlad was, but he's a helluva lot more durable. You're supposed to make use of environmental traps, but they're in limited supply, mobs tend to get in the way, and his giant, regenerating lifebar means they'll only go so far. I think he's immune to wet and frosting him is hard. Tried to put some arcane earth walls in front of his charge attack, but that doesn't do much. Mines might be a good strategy, but otherwise I think you'll have to rely on spamming DDDDD/RQRQRQRQD. Better if you have two or three other wizards doing it with you. He likes to fill the screen with fire, so expect lag.

6) There's surprisingly little in the way of humor. There's not much dialogue; most of the humor comes from book titles. The ending might be a stitch for all I know, though.

Overall: Enjoyable mob encounters, for the most part. Boss is only going to be fun in multiplayer. Two to three hours of playtime.
 
It was a huge disappointment for me. I beat the game with other 2 players in an hour or so, struggling just to kill "the butcher". I liked the diablo theming but it was way too short, with no new stuff and absolutely no ending, which really really sucks.
 
Last boss thoughts: I used flame robes, i'm use to setting myself on fire,
 
Hm, I was actually thinking this was one of the most enjoyable DLC's yet.
Since this topic warns about spoilers, I´ll freely talk about the in-game content. If you´re adverse to this, please skip to the next post :)

First of all, I really like the theme (dungeon). I used to play D&D, and have played Diablo III which this chapter also parodies (even the extra difficulty seems a reference). The textures and areas look very nice and polished. And the few new enemies (the little demons, and gelatinous cubes) are cool too. Especially the cubes; well done whomever came up with that.
As for the humor. I agree it´s a little more subtle, but the game is riddled with all sorts of references and jokes, and I had a laugh at various points. To name just a few:

• Vlad thirsting for the blood of the only survivor
• The name of the end-boss (an obvious pun on the Butcher, from Diablo I and III)
• The various tomes and items with funny comments
• The closet to Narnia, with snow, with a beastman jumping out of it. And the grandfathers clock which bestows permanent haste.
• The skeleton falling into the well, alerting monsters to your presence (Lord of the Rings: "Fool of a Took!")
• The Wurstmacher exclaiming something in Magickas´ nonsense language, clearly meaning "Fresh Meat!"

I have to admit the fight scene before the boss battle was tough. And that alone isn´t a problem; I mean, it´s supposed to be a challenge. My only complaint here is that the last checkpoint is a little far away from this scene, so dying becomes more frustrating than it needs to be.

The boss battle itself was great! The demon is well designed, as is his lair. Also I think his attack pattern is creative, using what means the game/engine already had (the use of grease being flammable, combined with his firequake-stomp attack). This too is more then a little reminiscent of the Butcher as he appeared in Diablo 3.

As for defeating him, I have to be honest: I had help from a friend, who plays the game well. But there are already a few vids online of people defeating him in less then 10 minutes. When he charges you can make him run into his own saw blades, dealing massive damage (14400 dmg) which is more then 1/4 of his total . And indeed: rock/iceball does very nice damage to him. Also note, that when wearing fire/rock armor, the boss himself does almost nothing to you, freeing you to the occasional mob reduction.

The ending, promising more dungeon levels makes me happy too, but is also a point of critique. more on that later

Finally a few points of critique:
1.) No new magicks/robes.
This is not a big issue as I am already quite content with the availlable selection of robes and magicks, but I think they could have made a few of the magicks available in the game (I only got haste and revive) Its obviously a bad idea including vortex, but grease (my fav spell) and maybe even chainlightning could be okay. Still I suppose it´s possible I missed one or two.

2.) Relatively short, given it´s asking price
Sure there is a hidden difficulty, but the level is still relatively short. With the other side of the coin, we got some interesting robes with it as a bonus, that wasn´t the case here. (I still would like the necromancer robe to be freed for campaigns and challenges very much! (It´s only swapping two words in an xml file, but then you need to turn VAC off, and well ...)

3.) The ending.
I am happy to be made to believe, that more DLC in this storyline is coming. But, for now, we have very little background/canon. Why were all these guys beneath the castle!? At least give maybe a little dialogue from Vlad, giving his suspicions (maybe could have had him musing over the crater left by the daemon and the player(s)).

Slightly off-topic:
As for robes I think the last batch (villain robes) is exactly the type of robe I like: elemental swaps / abbilities innate to the robe, (as opposed to equipment). I really liked the cyberrobe, but he was made a little too vulnarable. And while the villains are made maybe a little too powerfull (cold immunity is VERY strong), it´s still a fun addition. PvP tourneys can always ban them. The party robes were a great idea as well. The rogue is my favorite robe, as I feel it makes the game a little more challenging (when not using the exploit of ice-armor). The support robe could use some work though. He looks great, but his abbillity is not offsetting his dissadvantage enough (maybe, 30% decreased spell efficientcy, and superiour healing, combined with +75% spell efficiency for allies) .. but before falling into a rant about these matters:

Back to the featured DLC:
I am happy with the puchase: I allready got my few hours of fun out of it, and it´s Magicka so it´s extremely enjoyable. Looking forward to the implied sequels.
 
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