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I`ve read the comments, saying that this game evolves around you and that even the town can be overrun by mobs. So, how difficult is this game? Do I have to fear every minute I´m down in the Dungeon that the Town will be destroyed when I come back?
Here is my experience so far with the game, my maximum leveled character being level 14: At the beginning, if you start off with a level 0 town you will be somewhat bored with the ease that you cleave through mobs, but that is fine since you are also learning how to use the interfaces. With higher leveled towns there are more levels to the dungeon and more aggressive enemies.

I really like the hybrid system, even if it may overall make the character less powerful (I'm not sure about this, but I do know when using a hybrid character you have only 2 skill trees rather than one) it is fun to mix classes. My favorite has been my Defender-Sorcerer, and my least favorite has been the Weaponmaster-Archer since using skills from either tree requires a weapon swap and melee generally felt more effective than archery or its powers. That being said there definitely feels like there is some less-than-stellar balancing between the classes and within the dungeons. It was made with a small team, not like Blizzard that can devote four years to balancing, so I can give them a pass on that. There might be some mods you can download from users to balance the game on Soldak's forums.

It is fun defending the town and actively trying to prevent its destruction by intercepting raids and building totems in your town that buff the people there. I just wish that townspeople would conglomerate in the town center rather than being picked off one-by-one by a rogue demon.

The main gripe I have with it is how stilted everything feels like. Have you played RuneScape? It feels like that but in real-time. Movement is constrained to 8 directions, and feels much slower than it should, like the dungeon floor is made out of jello. When I first started this game I was having framerate problems as well, but turning off perspective mode fixed that (I can run Dark Souls 2 with mods smoothly). Attacking enemies can get frustrating too, when trying to target a specific enemy that is throwing fireballs at you, you might just start attacking something next to it instead.

All-in-all, if it had the fluidity of the Torchlight games but with the town defense mechanics, I think that this would be one of my favorite games. It is still fun to play, but there are some issues holding it back.
Post edited October 12, 2014 by convivialAugur
Thanks for your infos. I bought the game together with the dlc and I was surprised by the amount of personalization of this game. I can adjust nearly everything in terms of difficulty, so that the game fits my stile of play nearly perfectly. I also can turn off the town invasion, so I don`t have to fear that it will be overrun when I down -or better yet: up- in the dungeon.
Really a nice game!
Glad you're enjoying it so far. Din's Curse is one of my alltime favorite arpg's.
One of the better dungeon crawlers I have come across in the past few years.
Old thread, but I'm enjoying this game a lot since firing it up last week. For several nights in a row I've found myself playing well into the night without noticing the time. Which maybe is a downside?

On the issue of hybrids, given the relative limit on points you have to invest, I'm not sure they suffer from not having a third spec to plug points into, particularly at early levels. And the tradeoff is that they really give you a lot of control of how you balance offense/defense/utility.

I can't claim to be an expert since I've only gotten a few characters to 10+, but I will say that a lot of my assumptions about how both regular and hybrid skills would work really haven't held up. I leveled a wizard up to 14 throwing almost all the points into ice, thinking that I'd sacrifice some dps for control. Perhaps it does at higher levels, but a handful of mobs just aren't snare/kiteable, and the mana efficiency is still crap compared to something like an archer/hunter combo.

But I'm curious to see how something like Paladin/FireWiz would play, and I'm experimenting with a Paladin/Druid at the moment. Given the huge array of build options, I do think the relative lack of community guides is a downside, and even most of the guides I did find seem to refer to specs that have been renamed or changed (I don't see a "Ravager" tree in the current build at all, but apparently it was great in 2011!).

This is a game that definitely rewards experimentation, and completing the overarching quest in many ways takes a back seat to just surviving each new town. So when I do junk a build and start over, I actually look forward to it - there's no dread of seeing the same ol' starting area again.
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bler144: Old thread, but I'm enjoying this game a lot since firing it up last week. For several nights in a row I've found myself playing well into the night without noticing the time. Which maybe is a downside?
I would say any activity in this forum is good activity, even if it involves reviving long-dormant threads. :D
As to the "Where did the time go?" issue, there's actually an option in the main, uh, options menu that allows you to turn on a little clock that appears near the bottom of the screen on the right-hand side. I find it very helpful. =)
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bler144: I don't see a "Ravager" tree in the current build at all, but apparently it was great in 2011!
I would guess that skill set comes from the Demon Hunter class introduced in the "Demon War" expansion, which seems to have been released in early '11.
Post edited March 26, 2015 by HunchBluntley
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bler144: Old thread, but I'm enjoying this game a lot since firing it up last week. For several nights in a row I've found myself playing well into the night without noticing the time. Which maybe is a downside?
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HunchBluntley: I would say any activity in this forum is good activity, even if it involves reviving long-dormant threads. :D
As to the "Where did the time go?" issue, there's actually an option in the main, uh, options menu that allows you to turn on a little clock that appears near the bottom of the screen on the right-hand side. I find it very helpful. =)
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bler144: I don't see a "Ravager" tree in the current build at all, but apparently it was great in 2011!
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HunchBluntley: I would guess that skill set comes from the Demon Hunter class introduced in the "Demon War" expansion, which seems to have been released in early '11.
Huh, in theory I have that installed. I think. I'll have to see how to turn the clock on ;)

Thanks for the tip!

(Alas it looks like the expansion is a separate purchase through the soldak website, not on gog)
Post edited March 26, 2015 by bler144
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HunchBluntley: I would say any activity in this forum is good activity, even if it involves reviving long-dormant threads. :D
As to the "Where did the time go?" issue, there's actually an option in the main, uh, options menu that allows you to turn on a little clock that appears near the bottom of the screen on the right-hand side. I find it very helpful. =)

I would guess that skill set comes from the Demon Hunter class introduced in the "Demon War" expansion, which seems to have been released in early '11.
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bler144: Huh, in theory I have that installed. I think. I'll have to see how to turn the clock on ;)

Thanks for the tip!

(Alas it looks like the expansion is a separate purchase through the soldak website, not on gog)
We have the main game and the DLC as separate purchases here as well :)

http://www.gog.com/games##search=Din's&sort=bestselling&page=1
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bler144: Huh, in theory I have that installed. I think. I'll have to see how to turn the clock on ;)

Thanks for the tip!

(Alas it looks like the expansion is a separate purchase through the soldak website, not on gog)
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JudasIscariot: We have the main game and the DLC as separate purchases here as well :)

http://www.gog.com/games##search=Din's&sort=bestselling&page=1
I even linked to it right in the post that he replied to.... :D
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JudasIscariot: We have the main game and the DLC as separate purchases here as well :)

http://www.gog.com/games##search=Din's&sort=bestselling&page=1
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HunchBluntley: I even linked to it right in the post that he replied to.... :D
Lol - it was late in the eve here and I missed it.

I tried searching the "Din" string on the games page and for whatever reason the two hits that came up were the base game and "Neverending Nightmares." Not sure what happened there. But glad to know it's available! :)
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bler144: Lol - it was late in the eve here and I missed it.

I tried searching the "Din" string on the games page and for whatever reason the two hits that came up were the base game and "Neverending Nightmares." Not sure what happened there. But glad to know it's available! :)
No worries. =D

I actually own "Demon War" here myself, but I've not yet installed it for two main reasons: 1.) I have no idea how pre-existing characters and towns are handled -- if the expansion renders them unusable, and you have to start a new character, or if the existing characters remain playable, but aren't benefited by the expansion (or, at least, not until you start a new town), or if expansion content is immediately dumped into the existing towns/characters; and 2.) from what I could tell from playing the Din's Curse demo (which contains "Demon War" content) last year before buying it, some of the new stuff added regarding townspeople -- hunger, poverty, fights, the ability to equip them with some basic armor items, certain new town-centered quest types -- can be really annoying and/or time-consuming, and I'm not sure I want to have to deal with all that until I'm dead bored with the base game.

In case you weren't aware, Soldak also has most of their other games available here, too. Haven't played any of those, but the same general type of gameplay (and many of the same game mechanics) seems to be a common factor in all of them, including Drox Operative -- which is a space combat RPG! =D
Post edited March 26, 2015 by HunchBluntley
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HunchBluntley: In case you weren't aware, Soldak also has most of their other games available here, too. Haven't played any of those, but the same general type of gameplay (and many of the same game mechanics) seems to be a common factor in all of them, including Drox Operative -- which is a space combat RPG! =D
Yeah, I looked at that during the insomnia sale and a few other times when it's shown up as an item in giveaways. Oddly, I love RPGs but I'm much more hit or miss on games that involve outer space itself. Not sure why. Games on planets in outer space? Great. But a lot of "in space" games don't appeal to me.

But I did see Soldak hosts a demo of Drox on their website, so I've put it on my list to try it once I knock a few owned games off my to-do list! :)
I picked up 'Depths of Peril' in a GA (it had been on my wishlist a while) and I think I actually like it even better than Din's Curse.

Pros (for me):
-primarily outdoor environments replacing the dungeon
-covenant raids slightly more predictable than Din's curse enemy town raids
-some diplomacy system (though I'm still testing out how well it works)
-other covenants compete with you to complete quests
-"save me" NPCs seem slightly more durable - in D.C. more often than not an NPC would die as I was still 20 feet away from it on first approach.

Cons:
-Fewer classes, no hybrid option
-Targeting seems a bit buggy


We'll see how I feel 20+ hours down the road, but on the first run it suits me better, personally.
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bler144:
Their next game, <i>Zombasite</i>, seems like it's going to be more like Depths of Peril than like Din's Curse, so you might want to keep an eye on that -- if the idea of a zombie apocalypse game set in the same fantasy world as DoP and DC trips your trigger, anyway. =)
Post edited June 02, 2015 by HunchBluntley