Descend v1.4.0

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DESCEND
Descend is a Singleplayer/Co-Op Roguelike dungeon crawler. It features randomly generated dungeon levels with a plethora of bosses, traps, and enemies to encounter. Choose from a pool of unique heroes and battle your way through to defeat the Lich!

Trailers



Heroes
Descend offers a large array of fun and unique heroes to play, with the primary roles being bruisers, tanks, assassins, mages, and supports.

Tanks/Bruisers (Usually Strength)
Typically, in team-based gameplay, bruisers and tanks are heroes that are capable of self-sustaining and holding off enemies to make room for assassins and mages to nuke enemies down. As a result of these factors, Tanks/Bruisers often lack effective mobility, which makes it difficult for them to dodge attacks and escape from groups of enemies.


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Assassins (Usually Agility)
Assassins are heroes who can deal high damage all while having a lot of escape options and mobility. As a downside, they typically have lower health and struggle earlier in the game.


253722-659b01e92e2d3de473fe9ed130c819f5.png


Mages (Usually Intelligence)
Mages are heroes that excel at dealing massive damage at the expense of often limited mobility and a low health pool. Their damage is substantial early on, however later into the game, mages tend to be surpassed by the damage of assassins and some bruisers.


253723-63d11d926a2a2d93b8b8f6e758878e4c.png


Supports (Any Attribute)
Supports are heroes that are responsible for providing unique assistance and utility to their team that falls outside of the responsibilities of regular heroes. Some support heroes can heal, provide mana, steal gold from enemies, grant their teammates invisibility, remove negative effects and more.

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General Overview
Your goal in Descend is to traverse through randomly generated dungeon levels and defeat bosses to progress to new areas. Defeating a boss provides a new merchant, which you are able to trade with whenever you come across a merchant room. Your hero can be customized in a wide variety of ways, to accommodate for weaknesses, amplify strengths, or to completely redefine your hero's playstyle.

While there is plenty of rooms filled with enemies and minibosses for combat, many rooms also require problem solving and key decision making in order to be passed through effectively. You may come across a demonic ritual, an offer from a spirit, a cheeky troll, a sleeping ogre, and so much more!

Please feel free to provide feedback in the discussion below or join our discord and post anything Descend related there!


https://discord.com/invite/fmnNaV5T9p




Patch Notes (V1.4.0)


V1.4.0
GAME
Content ---

  • Added a new Strength Bruiser, Lump and Goosy, the Pygmy-Ogre Marauder!
  • Added a new Strength Tank, Borkas, the Rock Golem!
  • Added a new Agility Bruiser/Tank, Lachlann, the Vagabond!
  • Added a new Agility Assassin, Slink, the Rainforest Rogue!
  • Added a new Intelligence Bruiser, Tempest Khan, the Storm Lord!
  • Added a new Intelligence Mage, Styx, the Herald of Death!
  • Added a new Agility Support, Callus, the Independent Imp!
  • Added a new Strength Support, Seranox, the Sunscale Paladin!
  • Added a new item, Dan's Grimoire - available from a deal with Dan.
  • Added Legendary Mage Robes.
  • Added Legendary War Drums.
  • Added new enemy enhancement types: Blurred, Spell Ward, and Concentrated Defense.
  • Added unique drop for Pharaoh, 'Twilight Cloak'.
  • Added new gold chest item drop, 'Tollkeeper's Blade'.
  • Added new Subterranean Sea basic drop, 'Clam Cleaver'.

Performance ---
  • Done further massive optimizations and tweaks to various leaks throughout the triggering that was overlooked as well as redesigned the setup of several abilities/rooms/bosses from a technical view to improve performance and dummy usage.
Bug Fixes ---
  • Fixed a bug preventing the proper defeat screen from appearing.
  • Fixed a bug preventing Oxyotl's cleaving strike from damaging enemies correctly on Reforged.
  • Spiderlings no longer give experience in the Spider Queen boss fight.
  • Fixed a bug that caused the Vampire Lord to continuously gain Blood Orb tier charges.
  • Fixed a bug where the Golem of Trial could grant gold beyond its maximum health value.
  • Fixed a rare bug which allowed the Minotaur Guardian to cast his ultimate multiple times in one instance.
  • Oxyotl slight Cleave damage disparity fixed for Reforged.
  • Fixed an incorrect tooltip on Gruff's Avatar ability.
  • Casting Bag of Holding on the ground no longer spams the screen with incorrect error messages.
  • Animals 'Beast Smash' now benefits from Large Rock.
  • Fixed an Achievement Text bug in the chat when finishing the game.
  • Fixed more occurrences causing the jump library to break (which would make jumping bosses/abilities no longer work).
Tweaks ---
  • Updated Lava Golem 'Lava Balls' tooltip.
  • Suffer no longer as the Dracolich no longer turns on Hardcore. It was a bit much!
  • Lowered Crossbowdog and Skeletal Crossbowman Stagger attack and movement speed slow from 30% to 15%.
  • King Gnolliver's Snot spell damage resistance increased from 10% to 20%.
  • Replaced the Volcanoes in the fire region with a smaller visual and collision size, to avoid enemies getting stuck/spawning in the centre.
  • Increased Tentacle damage scaling in the Subterranean Sea levels by 100%.
  • Improved Crystal Tree visuals.
  • Trial Totem's 'Tomes' now spawn further away from the gold spawn.
  • Death's Promise damage taken reduced from 75% to 70%.
  • Scorpion Venom damage increased from 40% to 50%.
  • Shield of Atlantis Health bonus increased from 250 to 300.
  • Sorcerer's Relic damage increased from 20% of mana to 25%. Updated visuals.
  • Tome of Fluidity duration increased from 3 to 4 seconds.
  • Tome of Fluidity mana regeneration increased from 2 to 3.
  • Barbarian Axe cost reduced from 2500 to 2350.
  • Counterspell Stone now provides 30% bonus spell damage against silenced enemies.
  • Geomancer's Idol now deals 25 spell damage in an area when activating per enemy hit by the tremor.
  • Familiar Doll is now properly considered a Cursed Item.
  • Dream Scythe cost reduced from 2800 to 1200.
  • Fixed some tooltips and also reworded some essay-long tooltips.
  • Rammore's ultimate now also applies the secondary 'requires Ability Artifact' effect to enable the usage of more artifacts during the ability.
  • Wandering traders are now 65% more common on Turbo.
  • Ishtar's Magic Missile is now considered as damage coming from her and therefore now benefits from damage amplification.
  • Cursed Knight's Q is now called 'Blade of the Blessed' when fighting the Lich.
  • The Lich now has a unique line when encountering Gilanore.
  • Oracle's Crown reworked. Now teleports all nearby enemies to the target location, including the caster. Deals 100 spell damage per 15 points of Intelligence to all enemies teleported.
  • Large Rock now has a construct bonus, allowing constructs to eat it to permanently gain 25 health.
  • Players who leave the game will now drop an Ability Artifact if they used one.
  • Players who leave the game will now drop their lives.
  • Fixed a bug that allowed targeting a point on the ground with Bag of Holding to pick up expired levelling tomes which were considered of class Artifact instead of Power-Up and were therefore permitted.
  • Polished all enemy ability tooltips.
  • Infernal Robes burn damage reduced from 15% of maximum mana to 12%.
  • The Crab Boss now has some additional mechanics on Hardcore.
  • The Crab Boss' shockwaves now travel 15% slower.
  • The Crab Boss now takes 25% more damage from the front.
  • The Shark Boss will now drop you more reliably drop you after grabbing you if you fall below a certain health threshold.
  • Reduced Shark Boss grab duration from 10 to 7 seconds.
  • Troll Hunter's Killshot now gives impaled enemies no collision, allowing them to be thrown over terrain and allied units.
  • Troll Hunter's Killshot no longer 'surfs' along the edge of the map.
  • Skeleton Rod skeletons have been made approximately 20% weaker and the waves last for 45 seconds instead of 60.
  • The Weaver of Wisdom now has an assigned race.
  • Updated effects and visuals for a bunch of heroes.
  • The Golem Boss can now be taunted.
  • Volcanic Platebody Volcano no longer damages allies.
  • Frozen Pauldrons has been reworked - now provides a large amount of health, armour and resistance, but if you fall below a health threshold the item is broken.
  • Added 'Sunken Chests' to the Subterranean Sea, available in the 3rd zone. Currently just drops gold items.
  • Skeletal Rogue miniboss now gives gold on Reforged.
  • Fixed a bug causing Ayleth's ultimate to not grant any of its effects aside from the slow.
  • Giant's Ring Strength increased from 10 to 15.
  • Leviathan charge damage decreased by 25%.
  • Drenbar's Divine Smite now properly deals spell damage.
HEROES

Ishtar, the Tretimar Prodigy

  • Fireball is now a point targeted area ability. Effects have been improved.
  • Catalyst mana regeneration increased from 8/16/24 to 10/20/30.
Animal, the Beast of Rage
  • Fixed a damage miscalculation error in Winding Punch. The tooltip also didn't match the damage being dealt. For clarity, this is now: 200/400/600 + 2.5/5/7.5x Strength. Still increased by 50% for Ability Artifact.
Gilanore, the Cursed Knight
  • Blade of Curses/Blade of the Blessed damage scaling altered from 60/120/180/240/300 + 1x (Str + Agi + Int) + Attack Damage to 60/120/180/240/300 + 0.3/0.6/0.9/1.2/1.5x (Str + Agi + Int) + Attack Damage.
Slarhees, the Nightscale Assassin
  • Blade Dance damage increased from 25/50/75/100/125 + 0.3/0.6/0.9/1.2/1.5x Agility to Attack Damage + 25/50/75/100/125 + 0.6/1.2/1.8/2.4/3x Agility.
Jax and Mog, the Alchemist Brothers
  • Pigmy Punch push distance reduced by 20%.
Sandor, the Zealot
  • Blood Nova now has a flat damage bonus on top of the percentage damage. Calculation is now 15/30/45/60/75 + 3/6/9/12/15x health missing.
Vladd, the Vampire Lord
  • Enemies being lifted by Telekentic Consumption now take no damage from outside sources if they get within the damage threshold.
  • Telekentic Consumption area stun increased from 1 second to 1.75 seconds.


Credits
These individuals are extremely talented and I want to thank them for all the amazing assets they provide on Hiveworkshop!

ICONS ---
Sin'dorei300 - Black Wizard
8512590215848 - Book with Fire Spells
KelThuzad - BTNArcaneBlast
The Panda - BTNArcaneShower
Darkfang - BTNBlackLotus
ChevronSeven - BTNBreathOfFireNew
zbc - BTNBurningDagger
BLazeKraze - BTNDeathCurse
~Nightmare - BTNDemonicSword
8512590215848 - BTNDoombringer
Darkfang - BTNEarthShield
PrinceYaser - BTNEmpoweredHammer
8512590215848 - BTNExecut
Hellx-Magnus - BTNEyeOfShadows
8512590215848 - BTNFireBoot
D.ee - BTNGoldenBoneStaff
Marcos DAB - BTNGreatMountainKing
8512590215848 - BTNHolyArmor
8512590215848 - BTNHolyCrest
Darkfang - BTNHolyNote
NFWar - BTNIceWand
Blizzard Entertainment, Darkfang - BTNIncome
Blizzard Entertainment - BTNINV_Food_Egg_03
8512590215848 - BTNJarOfPower
jigrael - BTNLightingElemental
FrIkY - BTNMagharShaman
Marcos DAB - BTNPhaseShiftMurloc
KelThuzad - BTNScytheBackstab
-Berz- - BTNSkullSpirits
Blizzard Entertainment - BTNSpell_Fire_Fireball02
Blizzard Entertainment - BTNSpell_Shadow_SummonVoidWalker
8512590215848 - BTNSphereOfNature
Darkfang - BTNWaterOrb
Darkfang - BTNWateryShield
Gluma - Ratling Gunner
Darkfang - Chain Lightning
Edge45 - Fire Crystal Element
Blizzard Entertainment, Darkfang - Fire Nova icon
Gluma - Lizard Assasin 2.0
Darkfang - Mage Orb
Darkfang - Magocracy Crown
Ceterai - The Revenant Covenant
Darkfang - Vampiric Bat Swarm
Darkfang - Wrathwave Axe Garithos
Chaosy - Stone Tablet Blood
8512590215848 - Mecha Mace
The Panda - BTNReapersWeapon
Mc ! - BTNSoulSword
Darkfang - Damned Fire
The Panda - BTNBlueElectro
-Berz- - BTNAvalanche
Darkfang - BTNPoisoningShield
jj84 - Orb of Chaos
EternalOne - Liberty
Blizzard Entertainment, bakuma - Ritual Dagger (from Patch 1.31.1)
NFWar - BTNIceBlock
Darkfang - Ice Impale
CRAZYRUSSIAN - BTNCRGreenAcopy
Antares A - BTNLightningSphereRed
Darkfang - Hunter Mark
Darkfang - BTNDemoniacalAttack
Darkfang - BTNEssenceOfCelerity
Darkfang - BTNRuneoftheDeath
Villagerino - Wight Icon Pack
Darkfang - Void Curse
8512590215848 - BTNSphereOfDarkness
8512590215848 - BTNLawOfBloodScroll
Golden-Drake - BTNBearPawBlue
Blizzard Entertainment - BTNINV_Misc_Gem_Ruby_02
8512590215848 - BTNColdFireRing
8512590215848 - Dagger
Paladon - BTNPincantateGhost
CRAZYRUSSIAN - BTNSEA_Hook
Darkfang - Elemental Convergence
BTNSteelAxe - PrinceYaser
BTNWaterStorm - NFWar
BTNWaterElemental - Marcos DAB
PowerOfWater - Praytic
BTNWaterMissle - Static
BTNWaterRoundShield - 8512590215848
Diadem - 8512590215848
Book with Water Spells - 8512590215848
BTNTouchOfDarkness - Xetanth87
BTNEnergyPotion - PrinceYaser
BTNDepthsBlade - The Panda
Soothing Money - Darkfang
VerdantSpheres Item - Darkfang
SilithidScarab - Immolthar
Bloodstone Orb - Darkfang
BTNDragonskin - Diegoit
BTNShockShiv - The Panda
BTNArcaneRessurection - The Panda
BTNSonicWave - The Panda
BTNWindOrb - The Panda
Nerubian / Arachnathid / Spider Stinger - Darkfang
BTNWildkinFerocity - BLazeKraze
BTNWingProtection - 8512590215848
BTNStaticShock - Blizzard Entertainment
Empty Orb (Onyx Orb) - Darkfang
Ball Lightning - Sun gate
BTNGDWrench - Golden-Drake
BTNINV_Misc_Gear_05 - Blizzard Entertainment
BTNDarkChampionby67chrome - 67chrome
BTNDarkWave - Elven_God
BTNSpell_Shadow_BurningSpirit - Blizzard Entertainment
BTNArcaneBlast - Darkfang
BTNElderForm - morbent
BTNSpell_Shadow_ChillTouch - Blizzard Entertainment
BTNDarkPulse - The Panda
BTNINV_Stone_13 - Blizzard Entertainment
BTNBrokenAmulet - inhuman89
BTNSpikedArmor - 8512590215848
BTNSkullTreasure - PrinceYaser
BTNFireHornedHelmet - 8512590215848
BTNToxicDagger - NFWar
Cloak of Demon - Blizzard Entertainment
BTNGoblinBruiser - Sin'dorei300
BTNLordAdmiralPendant - Chen
BTNGoldenBoneStaff - D.ee
BTNNavalArmor - PrinceYaser
BTNGoldenSword - PrinceYaser
BTNSharpenedShellBlades - Blood Raven
BTNHealCannon - Dalharukn
BTNSwordIgnite - Panda
Paladin Holy Expiation - Darkfang
Blazing Spirit 2.0 Spell Steal Missile - Darkfang
BTNOgre - Ginufe
BTNOgreArmor3 - Stanakin
BTNOgreRage - NFWar
BTNOgreClubs2 - Stanakin
Wallbreaker Stone Sword - Darkfang
BTNSpell_Shadow_Haunting - Blizzard Entertainment
BTNSpectralHead - Hellx-Magnus
BTNImmOn - morbent
BTNSHOUT - Mr.Goblin
BTNDanathTrollbane - Scias
BTNBouncingShield - Blizzard Entertainment, TheKaldorei
BTNCharge - 8512590215848
BTNAbility_Kick - Blizzard Entertainment
BTNINV_Misc_Bag_10 - Blizzard Entertainment
Bronze Silver Gold Attack Upgrades - Darkfang
Aqua Spike - (Blizzard Entertainment), Darkfang
Demonic Brethren (pack II) - Aldeia
BTNBagOut - NFWar
BTNRequiemofSouls - BLazeKraze
BTNimmolation - The Panda
BTNToxicComet - The Panda
BTNInferno - Mr.Goblin
Eye of the Storm - Darkfang
BTNCosmoBeams - The Panda
BTNStatic - The Panda
BTNLightningShock - The Panda
Storm Shield - Darkfang
BTNCloakofshadows - 8512590215848
BTNGolemThrow - Marcos DAB
BTNGolemThunderclap - ursanorman
BTNGolemCarapace - Marcos DAB
Poison Generic - Darkfang
BTNPoisonsArrow - maxor_gan
Noxious Cloud - KILLCIDE, Mr.Goblin

MODELS ---
Callahan - Archeologist
Vinz - Armor Penetration
~Nightmare - Ascension Blade Serpent
johnwar - Bandit Enforcer (Re-Classic)
-Grendel - Black Mage
Vinz - Blink Vol. I
JesusHipster - Bone Impale
Tarrasque - Brutal Lord
Vinz - Burning Rage
Vinz - Call of Dread
Shardeth - Canon Turret
Direfury - Captain Falric
Vinz - Conflagrate
Vinz - Coup de Grace
Blood Raven - Cowboy Hat
-Grendel - Crossbowman
JetFangInferno - Dark Nova
handclaw - Day Laborer
Direfury - Dire Grunts
-Grendel - Dire Troll Tyrant
WILL THE ALMIGHTY - Dirt Explosion
Vinz - Disarm
Villagerino - Divine Golem (variative)
Explobomb - Djinn/Genie
Gluma - Dragon Priest
Direfury - Dwarf Baron
JetFangInferno - Earth Nova
Explobomb - Efreet
Vinz - Ember
GoldenEggCN - Energy Focus
Vinz - Empheral Cut
Vinz - Empheral Slash
Darkfang - Epic Jaina
cotd333 - Fatal Wound
Deleted Member 126647 - Fill-Me-Up Treasure Chest
Kuhneghetz - Fire Mephit
Vinz - Fire Missiles
Vinz - Fire Nova
Vinz - Firebolt
Darkfang - Fireking Crown
Vinz - Flamestrike
Yours Truly - Forest Blessing
xw1995327www - Fortitude Rune Aura
Vinz - Frost Arrows
Yours Truly - Gatekeepers Pact
General Frank - Gem - Jade
HerrDave - Giant Spider Pack
Freddyk - Goblin Bookworm
tillinghast - Goblin Emperor
tillinghast - Goblin warlock
HerrDave - Gold Pile
Vinz - Heal
Villagerino - Hellstone Golem
4eNNightmare, HappyCockroach - Herald of the Deep Mother
Kuhneghetz - Hero Ranger
Vinz - Holy Light
Kenathorn - Icons to Models Pack
CreatorD3292 - Infernal Bullet
Yours Truly - Infernal Bulwark
WyrmSlayer - Infinite Slashes
Tr!KzZ - GoldCoins
Murlocologist - Judgement Paladin
Vinz - Kingdom Come
Hayate - Lava Pit
Vinz - Liberty
Champara Bros - Lightning Bolt
Tarrasque - Lightning Elemental
Gluma - Lizard Assassin 2.0
Gluma - Lizardman Warlord 2.0
BoatyMcBoatface300 - Lootbox
Stefan.K - Lord Garithos
FrIkY - Mag'har Orc, Shaman
sPy - MagicLightning_Aura
JesusHipster - MagicShield
SuPa- - Magma Elemental
Vinz - Malevolence Aura
Vinz - Mana/Sacred Storm
67chrome - Mummy
WILL THE ALMIGHTY - Nebula
Direfury - Necromancers
Vinz - Nether Blast
Navys - Nhallish
HerrDave - Oil Barrel
Explobomb - Old God Pack
Shido - Oni - The Reddish Ogre
General Frank - Orb of Lightning
-Grendel - Orc Necromagus
frostwhisper - Orcish Runes
Alpain - Pharaoh
Vinz - Pillar of Flame
Gluma - Plate Armor Knight
Cherrymage - Prism Ray
Vinz - Radiance
Gluma - Ratling Gunner
Direfury - Runic Aura
Mike - Safe
Freddyk - Sea Druid
Gluma - Serpent Knight
nGy - Shockwave
JetFangInferno - ShockwaveMissile
Vinz - Shots II
Vinz - Singularity Vol II
HappyTauren - Skeleton FireMage
Villagerino - Skeleton Warriors
Vinz - Smite
Tranquil - Snipe Target Green
Vinz - Soul Armour
Vinz - Soul Beam
Vinz - Soul Bow Enchantments
Vinz - Soul Discharge
Vinz - Spell Markers
nGy - Stomp
Remixer - Stone Coffin
JesusHipster - Stone Shield
Vinz - Stormfall
Vinz - Sweep Attachments
diosilva16 - Treasure Guardian
johnwar - Troll Master Witch Doctor
Callahan - Turtle fisher
Hayate - Tyrannosaurus Rex
Vinz - Ubershield
WILL THE ALMIGHTY - Ultimate Explosion
-Grendel - Undead Fire Mage
ironmaiden - UndeadBloodElf
Gluma - Ungor with spear
Vinz - Valiant Charge
Blood Raven - Veoviss Dagger
Vinz - Void Disc
Vinz - Void Missiles
Lichkings slave - VoidWalker Aura
Grey Knight - Wandering Swordman
JetFangInferno - WarStompCaster
Villagerino - Wight & spells
Vinz - Windwalk
JetFangInferno - WispExplode
terrio - item models
EvilCryptLord - ElitePlagueCloud
67chrome - ReturnedArcher
Gluma - Lizardman Warrior
johnwar - Shadow Soldiers (Pack)
Tauer - Khadgar
doom_sheep - Affliction
Vinz - Athelas
General Frank - Potion Pack
chopinski - Blessed Field
ThompZon - Target Indicator TC Vfx
frostwhisper - Aqir
Nature Regen Buff - doom_sheep
Bombard - Em!
Watcher in the Water - Vinz
Legendary Chest - 00110000
Light Feather - Kuhneghetz
SuperLightningBall - GoldenEggCN
Very Generic Shield with TC - BoatyMcBoatface300
Chain Grenade - Vinz
Nazrook Geargrind - DwarfZealot
Damage Aura 3 - Vadim 647
Mythic Storms - Vinz
Providence Aura - Vinz
Void Rifts - Vinz
Damnation - Vinz
Climax (1.32) - Vinz
Blue Bloodlust - doom_sheep
Elven Step - doom_sheep
Gors - Gluma
Horn gor - Gluma
Alleria Windrunner - Tauer
Sunken Anchor - Blood Raven
Shining Flare - Vinz
DivineBarrier - JesusHipster
Saurus Warrior - Gluma
red thunder clap - DCrimson
SoulArmor - JesusHipster
Ogres pack - Stefan.K
Alternate StampedeMissileDeath Versions - doom_sheep
Culling Slash - Vinz
Alacrity - Vinz
Raider (Re-Classic) - johnwar
Bag_1 - !!GORO!!
Danath Trollbane - Tauer
Blood Lust Variations - Zephyrius2412
Fel Incinerate - Zephyrius2412
Demonic Brethren (pack II) - Villagerino
Storm Bolt - Vinz
Lei Shen - BaiyuGalan, Commedia
Skink Troops - Gluma

SPELLS
looking_for_help - Physical Damage Detection Engine GUI v 1.3.0.0
Paladon - Jump n´ Dash System v.0.90

MUSIC/SOUND
dancewiththedead - Music
Age of Mythology - Sounds
Runescape - Music
God of War Deliverance by Bear McCreary
Will You Snail - Music
Ark Survival Evolved - Music
Dusk, Andrew Hulshult - Music
Dauntless - Music
Divinity Original Sin 2 - Music
Epic Mickey 2, Jim Dooley - Music
Hank and Jed - Sound
Total War: WARHAMMER III - Music/Sounds
Minecraft - Sounds
Baldur's Gate 3 - Sounds
Rust - Sounds

Previews
Contents

Descend v1.4.0 (Map)

Reviews
deepstrasz
Definitely an addictive game, offering multiplayer, randomized rooms and a variety of heroes to choose from. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules...
Level 3
Joined
Nov 23, 2014
Messages
4
Hey there, so I've played 1.1.1 version (on WC3 Reforged), in terms of performance the final boss is still laggy, The Shifter's Q ability Grizzly Fury create drop in the game performance as well.

I don't know if it's intentional, but Ghoul Hand stacks with other vampiric auras(it shows like 2 vampiric auras with different names), I find it to be too OP. Is this a bug maybe?

1681478011010.png


And there's another thing, The Shifter's E ability Inner Beast states in it's description that the Spirits have to deal 1.5x of the hero damage, but the actual effect is 1.5x of the hero white damage + damage from bonus agility. With the stats from this screenshot the Spirit had 516 attack. I wonder if it's an error in the ability description, or the damage formula?

Also, are those small lava chests should drop the same items as regular gray locked chests? After all this time playing I've decided to ask this question after all, lol:xxd:.
 
Level 10
Joined
Jul 2, 2016
Messages
65
Hey there, so I've played 1.1.1 version (on WC3 Reforged), in terms of performance the final boss is still laggy, The Shifter's Q ability Grizzly Fury create drop in the game performance as well.

I don't know if it's intentional, but Ghoul Hand stacks with other vampiric auras(it shows like 2 vampiric auras with different names), I find it to be too OP. Is this a bug maybe?

View attachment 430295

And there's another thing, The Shifter's E ability Inner Beast states in it's description that the Spirits have to deal 1.5x of the hero damage, but the actual effect is 1.5x of the hero white damage + damage from bonus agility. With the stats from this screenshot the Spirit had 516 attack. I wonder if it's an error in the ability description, or the damage formula?

Also, are those small lava chests should drop the same items as regular gray locked chests? After all this time playing I've decided to ask this question after all, lol:xxd:.
Hi there! Still working on some of the performance, it seems to be much worse in Reforged, however.

I didn't know that about Ghoul Hand! I'll be sure to patch that.

The Spirit will naturally inherit damage from Agility items, as far as I'm aware, and most damage bonuses. I'll look into it though, it is calculated to include any damage bonuses you have.

They definitely should have their own drop pool at some point. I actually made Demon Chests simply because regular chests looked odd in the Hell Zone. I am adding unique chest drop pools to a new mode I am working on that is water themed, so changes like this will likely circulate back around to making those chests more interesting. Some Ice themed chests would be pretty cool too :)

Thanks so much for the feedback!
 
Level 3
Joined
Dec 5, 2018
Messages
10
I finished this map alone in about 4:25m with Hero Star Knight. The boss fights are pretty good. but when fighting with the final boss, the FPS dropped a lot because too many circles appeared. you should make them 1/2 less.
 
Level 3
Joined
Jan 24, 2014
Messages
28
I finished this map alone in about 4:25m with Hero Star Knight. The boss fights are pretty good. but when fighting with the final boss, the FPS dropped a lot because too many circles appeared. you should make them 1/2 less.
Hey!

Thanks for playing the map! :grin: - I just thought I'd answer on Vladd's behalf here:

Unfortunately some parts of the game, particularly the Lich fight, seem to perform very poorly on Warcraft Reforged (using classic graphics mode does not seem to fix this). Many attempts have been made to remedy this issue, but at the end of the day, it simply seems that Reforged is a poorly optimized game.

We are looking at making further adjustments to the Reforged option within the map to lessen number of effects, particularly for the Lich, but this might mean reworking some abilities which is quite time consuming.

Keep an eye out for future updates :peasant-smile:
 
Level 2
Joined
May 8, 2023
Messages
2
I created an account just to say how much I enjoy this map with my friends. Although 3 of us have 0 fps on the final boss in reforged, we managed to beat it which felt very satisfying. Would it be possible to consider a party of 5 and increase the difficulty accordingly for each additional player, sort of like in Diablo 2 where each member increase monster power? I believe it's just enough people but not too much, and also due to having to switch out 2 people to spectator mode every time we play :xxd:.

I was also inspired to make a small version for my friends to play, sort of like a DnD kind of thing while we wait for a new update.

Maybe it's not the right place to ask, but how did you make the map transition? It seems almost like a campaign transition but I tried that before and it didn't work well on bnet.

Thanks!
 
Level 10
Joined
Jul 2, 2016
Messages
65
I created an account just to say how much I enjoy this map with my friends. Although 3 of us have 0 fps on the final boss in reforged, we managed to beat it which felt very satisfying. Would it be possible to consider a party of 5 and increase the difficulty accordingly for each additional player, sort of like in Diablo 2 where each member increase monster power? I believe it's just enough people but not too much, and also due to having to switch out 2 people to spectator mode every time we play :xxd:.

I was also inspired to make a small version for my friends to play, sort of like a DnD kind of thing while we wait for a new update.

Maybe it's not the right place to ask, but how did you make the map transition? It seems almost like a campaign transition but I tried that before and it didn't work well on bnet.

Thanks!
Hi there, so happy you're enjoying the map and that I've inspired some of your own projects! That's just awesome. I'm very sorry about the state of the final boss, he is unfortunately quite heavy on performance and as I only play on V1.29, I didn't realise that it would be such a big issue for lots of people. In the next update, some more performance enhancements are on the way, which should help a bit :grin: He may even need a straight up redesign with some of his attacks, if need be.

In regards to enemy power, the distribution of experience and gold among multiple players means that each individual player has less items and is lower level, so I wasn't too sure whether or not I should make enemies harder as each hero in your party is weaker. I would be interested to know if you personally found the game too easy with multiple players! Bosses however do scale with multiple players, as I did find that the combined focus of multiple heroes on a singular unit made the bosses take exceptional amounts of damage.

Descend uses random generation to transition between levels, and a level tracker to track what should be happening at any given time. So when you go through a doorway, the screen goes black, the level you were on is completely erased and a new randomly generated level is constructed within that instance. The functions behind the random generation can be very complex. If you'd like to know more, feel free to reach out to me on the Descend Discord! :)
 
Level 2
Joined
May 8, 2023
Messages
2
Hi there, so happy you're enjoying the map and that I've inspired some of your own projects! That's just awesome. I'm very sorry about the state of the final boss, he is unfortunately quite heavy on performance and as I only play on V1.29, I didn't realise that it would be such a big issue for lots of people. In the next update, some more performance enhancements are on the way, which should help a bit :grin: He may even need a straight up redesign with some of his attacks, if need be.

In regards to enemy power, the distribution of experience and gold among multiple players means that each individual player has less items and is lower level, so I wasn't too sure whether or not I should make enemies harder as each hero in your party is weaker. I would be interested to know if you personally found the game too easy with multiple players! Bosses however do scale with multiple players, as I did find that the combined focus of multiple heroes on a singular unit made the bosses take exceptional amounts of damage.

Descend uses random generation to transition between levels, and a level tracker to track what should be happening at any given time. So when you go through a doorway, the screen goes black, the level you were on is completely erased and a new randomly generated level is constructed within that instance. The functions behind the random generation can be very complex. If you'd like to know more, feel free to reach out to me on the Descend Discord! :)
Hey, thanks for the response! I don't think it's too easy, we played on normal and hardcore, and while hardcore is definitely harder, normal is at a good difficulty. The gold split definitely allow us to make use of teamwork more. We would pour gold to whoever needs it most first (mostly to the dps), and it's funny seeing the tank just running when low to let the dps get aggro on and one-shotted:grin:.

What I mean by making monsters harder would just be, maybe make monsters take like 20% less damage/deal 20% more damage for a 5th player. It's just an idea, but I do hope you consider the case with 5 players. Either way, it's a really enjoyable map.

I do have a few other suggestions that you should consider: maybe give some random permanent artifacts that can be found besides items? They can be as silly as decrease move speed, or make you randomly tp around the map when attacking, etc. It will add to the replayability of the map. I have also seen other maps use an aggro system to make the roles of tank more prominent; I believe if it doesn't force you to uproot everything, you should definitely consider it. As it currently stands, tank/bruisers lack a good defining trait in the party.

Sure most tanks/bruisers have more CC abilities, but in most of our playthroughs, the tank usually just get ignored once everybody got enough items and levels to sustain some amount of damage. Supports without any healing are also a bit underpower—not sure how to tune them, but comparing the priest of light with somebody like the troll, we had a much, much easier time when we got the priest of light in our party. He pretty much trivializes everything.

Anyway, hoping to see the next update soon! I guess you can leave the balancing for last when the map is in a more stable state. As a last note, I do hope the final boss is on your next list of priority, and please consider letting us stay after we beat the boss so we can chill a bit in the lobby after beating him. Two of the friend didn't even get to take a drink! :cry:

Edit: I will definitely join the discord!
 
Level 10
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Jul 2, 2016
Messages
65
Hey, thanks for the response! I don't think it's too easy, we played on normal and hardcore, and while hardcore is definitely harder, normal is at a good difficulty. The gold split definitely allow us to make use of teamwork more. We would pour gold to whoever needs it most first (mostly to the dps), and it's funny seeing the tank just running when low to let the dps get aggro on and one-shotted:grin:.

What I mean by making monsters harder would just be, maybe make monsters take like 20% less damage/deal 20% more damage for a 5th player. It's just an idea, but I do hope you consider the case with 5 players. Either way, it's a really enjoyable map.

I do have a few other suggestions that you should consider: maybe give some random permanent artifacts that can be found besides items? They can be as silly as decrease move speed, or make you randomly tp around the map when attacking, etc. It will add to the replayability of the map. I have also seen other maps use an aggro system to make the roles of tank more prominent; I believe if it doesn't force you to uproot everything, you should definitely consider it. As it currently stands, tank/bruisers lack a good defining trait in the party.

Sure most tanks/bruisers have more CC abilities, but in most of our playthroughs, the tank usually just get ignored once everybody got enough items and levels to sustain some amount of damage. Supports without any healing are also a bit underpower—not sure how to tune them, but comparing the priest of light with somebody like the troll, we had a much, much easier time when we got the priest of light in our party. He pretty much trivializes everything.

Anyway, hoping to see the next update soon! I guess you can leave the balancing for last when the map is in a more stable state. As a last note, I do hope the final boss is on your next list of priority, and please consider letting us stay after we beat the boss so we can chill a bit in the lobby after beating him. Two of the friend didn't even get to take a drink! :cry:

Edit: I will definitely join the discord!
Ah that makes sense, thanks for the feedback! Definitely a fan of the artifact idea, I'm currently working on a big content update, after that I can start adding more little things like that :)

The Lich is definitely getting a mini-rework in terms of the number of effects he summons on the screen at any given time in the next update, so I'm hoping this helps a great deal.

In regards to having 5 players, 5 players would be something I would love to add but it will be in the far future. A lot of the map has systems oriented specifically towards player 1,2,3,4, and adding a 5th player would require these systems to include considerations for another player, so it's definitely on the list of things to do, but I doubt it will be finished in the next update.
 
Level 3
Joined
Sep 9, 2022
Messages
11
The "-xpgoldfix" is no longer a command - at the beginning of the game, Player 1 is asked "Are you playing on Warcraft III: Reforged?", and if yes is clicked, then the fix is automatically enabled, if this still doesn't work let me know!
Ahhhhh okay, I've been clicking on no since I play on classic graphics and figured it was asking based on my graphics setting instead of the patch. Ty very much
 
Level 42
Joined
Oct 26, 2014
Messages
470
Enjoying this map a ton with a bunch of buddies of mine, the hero roster is really cool and they feel pretty unique. Very replayable too as others have mentioned

That big death knight boss keeps tpk'ing us though. Is it a bit too busted or are we just incompetent? That horse charge attack is particularly hard to dodge - it reaches real wide and we keep getting one- or two-shot.

Also I feel like standard enemy rooms feel a bit visually repetetive. Would be very cool if dungeon scenery kept changing as move deeper to signify progression, like at first it's a cave, then a nornal brick dungen, then some more evil dungeon idk. Unless its already a thing and we just missed it thanks to Arthas. I have no clue how hard or time-consuming it is or if it's even possible, though.

Still, I sure enjoyed this map more than I enjoyed some standalone games, great work
 
Level 10
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Jul 2, 2016
Messages
65
Enjoying this map a ton with a bunch of buddies of mine, the hero roster is really cool and they feel pretty unique. Very replayable too as others have mentioned

That big death knight boss keeps tpk'ing us though. Is it a bit too busted or are we just incompetent? That horse charge attack is particularly hard to dodge - it reaches real wide and we keep getting one- or two-shot.

Also I feel like standard enemy rooms feel a bit visually repetetive. Would be very cool if dungeon scenery kept changing as move deeper to signify progression, like at first it's a cave, then a nornal brick dungen, then some more evil dungeon idk. Unless its already a thing and we just missed it thanks to Arthas. I have no clue how hard or time-consuming it is or if it's even possible, though.

Still, I sure enjoyed this map more than I enjoyed some standalone games, great work
Hi there, so glad you enjoyed it! :grin: I definitely like the suggestion of more room decoration, it is lacking in some areas. The rooms do get visually quite different, but between the first 2 zones, they aren't super distinct.

Currently the zones are Dirt -> Dungeon -> Hell -> Ice -> Tomb -> Deep Dark

The Horseman of Hatred is one of the harder fights in the map for sure, I've had quite a few people ask a similar question about how to go about beating him. The biggest help I can provide for beating him is that he follows a pattern. Once you learn it, you can anticipate an ability and be ready for it. If you aren't ready, especially during his charge, he can wipe a team very quickly. I would also say that it's worth investing in some movement speed items, especially if your heroes lack mobility. He actually doesn't have much health for a boss but has some crazy damage that is hard to dodge.

Thanks so much for the feedback!
 
Level 42
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Oct 26, 2014
Messages
470
Hi there, so glad you enjoyed it! :grin: I definitely like the suggestion of more room decoration, it is lacking in some areas. The rooms do get visually quite different, but between the first 2 zones, they aren't super distinct.

Currently the zones are Dirt -> Dungeon -> Hell -> Ice -> Tomb -> Deep Dark

The Horseman of Hatred is one of the harder fights in the map for sure, I've had quite a few people ask a similar question about how to go about beating him. The biggest help I can provide for beating him is that he follows a pattern. Once you learn it, you can anticipate an ability and be ready for it. If you aren't ready, especially during his charge, he can wipe a team very quickly. I would also say that it's worth investing in some movement speed items, especially if your heroes lack mobility. He actually doesn't have much health for a boss but has some crazy damage that is hard to dodge.

Thanks so much for the feedback!

Idk, he felt pretty beefy hp-wise too, although we might have been too distracted trying to dodge his attacks
 
Level 3
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Jul 10, 2010
Messages
50
Hey logged in to make this comment but I have a suggestion that I think would benefit the map greatly. I like a lot of the hero designs but a LOT of them in your map have one serious flaw. They have little to no stat scaling which makes them largely useless late game when bosses and enemies have gigantic amounts of health. Please add more Str/Agi/Int scaling to hero abilities, preferably at least 1 per class so they're all at least a bit useful later on. Especially summons need stat scaling, they're pretty worthless without it, the item summons are great however because the int scaling.

Also, the paladin W late game is very laggy along with some other spells causing some sort of backup making the game lag like the boss meteor spam. I'd give those a check so you don't cripple people's fps.

Awesome map otherwise though I just figured some suggestions would help make it even better!
 
Level 10
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Jul 2, 2016
Messages
65
Hey logged in to make this comment but I have a suggestion that I think would benefit the map greatly. I like a lot of the hero designs but a LOT of them in your map have one serious flaw. They have little to no stat scaling which makes them largely useless late game when bosses and enemies have gigantic amounts of health. Please add more Str/Agi/Int scaling to hero abilities, preferably at least 1 per class so they're all at least a bit useful later on. Especially summons need stat scaling, they're pretty worthless without it, the item summons are great however because the int scaling.

Also, the paladin W late game is very laggy along with some other spells causing some sort of backup making the game lag like the boss meteor spam. I'd give those a check so you don't cripple people's fps.

Awesome map otherwise though I just figured some suggestions would help make it even better!
Hey there, sorry for the late response. I'm glad you're enjoying the map despite these issues, they will be addressed in the next update :grin:
 
Level 3
Joined
Jan 7, 2024
Messages
5
Very fun! Me and a couple of the buds have been playing this recently and we have had a blast figuring everything out.
We came up with a list of stuff after doing quite a few runs that we think would enhance the experience.


-Though there are many heroes to try, there are some that are much, much stronger, particularly Rusty the Highwayman and the Wolf Rider.
-Most of the support heroes do not have scaling abilities, and it makes them feel like deadweight later on in a run.
-Cricket is very interesting, but his whole kit needs a buff, percentage chances on opening stuff needs to be much higher, and the shop options stronger.
-Some of the event items delete stuff in your inventory, especially the bonus challenges you take on from the obelisk.
-It would be very cool if there were different merchants and events in each area, and not just the merchants in the goblin king/merchant area.
-option to turn the music off, I love the runescape and divinity tunes, but for some reason some of the tracks get really loud. This could be a reforged problem.
-some of the tooltips lack descriptors, duration of an effect being the most common discrepancy.
-The process of obtaining good items is very cool and fun, but slightly more item variety would do this game a lot of help, especially in the end game.

Keep up the good work, we look forward to future updates of this map! :thumbs_up:
 
Level 10
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Jul 2, 2016
Messages
65
Very fun! Me and a couple of the buds have been playing this recently and we have had a blast figuring everything out.
We came up with a list of stuff after doing quite a few runs that we think would enhance the experience.


-Though there are many heroes to try, there are some that are much, much stronger, particularly Rusty the Highwayman and the Wolf Rider.
-Most of the support heroes do not have scaling abilities, and it makes them feel like deadweight later on in a run.
-Cricket is very interesting, but his whole kit needs a buff, percentage chances on opening stuff needs to be much higher, and the shop options stronger.
-Some of the event items delete stuff in your inventory, especially the bonus challenges you take on from the obelisk.
-It would be very cool if there were different merchants and events in each area, and not just the merchants in the goblin king/merchant area.
-option to turn the music off, I love the runescape and divinity tunes, but for some reason some of the tracks get really loud. This could be a reforged problem.
-some of the tooltips lack descriptors, duration of an effect being the most common discrepancy.
-The process of obtaining good items is very cool and fun, but slightly more item variety would do this game a lot of help, especially in the end game.

Keep up the good work, we look forward to future updates of this map! :thumbs_up:
Hey thanks very much for the feedback!

- I actually do struggle with balance but don't receive much feedback from players of what is overpowered and what isn't, so I appreciate your input here. I'll look into those heroes and see how they perform in a few runs. There is also a "balance" section of the Descend discord where you can post balance related suggestions!

- Scaling is often a bit of a placebo effect, especially when it is applied in small amounts. Supports provide utility to the team and some are intended to be stronger early and some are intended to be stronger late game. The Priest of Havoc for example does not have a percentage heal or a heal that scales, however he grants flat damage reduction to enemies, and can provide invulnerability to allies, which keeps him useful later on. But if you have any specific heroes that you find to be underwhelming, please let me know!

- Thanks for the feedback on Cricket, he recently had a huge rework as he was very overpowered, so it may be fair to investigate and trickle his power scaling up a bit.

- I will look into Paths getting deleted, this isn't intended.

- For the music, are you able to turn it off by putting your music slider to 0 in settings?

Thanks again for the feedback and hopefully many of these suggestions/issues will be tackled by the next update :grin:
 
Level 3
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Jan 7, 2024
Messages
5
- I actually do struggle with balance but don't receive much feedback from players of what is overpowered and what isn't, so I appreciate your input here. I'll look into those heroes and see how they perform in a few runs. There is also a "balance" section of the Descend discord where you can post balance related suggestions!

- Scaling is often a bit of a placebo effect, especially when it is applied in small amounts. Supports provide utility to the team and some are intended to be stronger early and some are intended to be stronger late game. The Priest of Havoc for example does not have a percentage heal or a heal that scales, however he grants flat damage reduction to enemies, and can provide invulnerability to allies, which keeps him useful later on. But if you have any specific heroes that you find to be underwhelming, please let me know!
I think most people who have played this game would agree that the major bottlenecks for progression are the bosses, which is a good thing in my opinion. Now, theoretically, you could kill the bosses with any heroes because all the boss mechanics are largely avoidable, which is also a good thing. The caveat to that however is the health pools of the bosses are quite large (minus the treasure golem), and if you have three players, and two of them are not playing one of the better damage dealing heroes, the boss fights can drag on for a really long time. The longer the boss fights go, the more mistakes are made, the more lives are lost, you get the idea.

So how does this relate to the imbalance in hero power? Well, with the way the game is currently, it really incentivizes players to prioritize dealing damage. Many of the support type heroes don't have scaling abilities, so that 300 damage AoE or that 200 hp heal feels pretty bad even as soon as the hell layer. Moreover, A lot of the strongest heroes in the game have ways to mitigate damage either by mobility or just being tanky, and also either have a good auto attack (they are ranged), or a spell that is spammable and has good scaling. Garithos I think really illustrates what I mean. With two lifestealing items that stack, and his Liberty ability active, he can essentially ignore boss mechanics provided he can attack it, which is most the time. Not to mention that while he is doing this, he is actively clobbering the boss. He is by no means the highest damage hero in the game, but he certainly carries his weight.

The Heroes I think are really strong:
-Rusty (also ironically kind of the best support hero because of all the extra gold, and how you can stuff the map up with decent summons.)
-Wolfheart
-Ishtar
-Mimir
-Ayleth
-Jyzargo (he can kind of do both, tank up and avoid)
-Garithos (not the best hero on this list, but perhaps the most belligerent example of what I am talking about.)

TL;DR- Stacking damage is much better than having supports
 
Last edited:
Level 2
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Feb 2, 2024
Messages
1
Before I mention any criticisms, just wanna say that me and da boyz have been really REALLY enjoying this map, big props. I've played basically every roguelike map available for wc3, and this one by FAR outshines them. Hell, it stands up to actual, standalone roguelikes. Incredible map!

As Swaguar (one of the previously mentioned boyz) mentioned, the biggest issue I have with it is how scaling basically kills half of the roster off in late game multiplayer runs. Especially for support heroes! The items heavily favor auto attackers, so support heroes basically get reduced to a weak summoner/healbot that desperately runs around hoping to avoid death. This is gets particularly bad when the bag of holding damage reduction gets factored in. You lose an item slot, lose a flat percentage of damage, AND have to rely on summons. It ends up being a tedious micro-fest just to have the summons get one shot by an AOE. I'm sure you have your reasons, but I really wish the bag of holding didn't have the damage penalty. Being the designated "bag holder" in a group never feels good. I also wish there were more items for casters, or items that had intelligence scaling of some sort.

I have a lot of nit-picky or small points, which I'll list here:
1. Tony overtakes your F1 hotkey as the main hero, which usually causes some difficulty when microing
2. Dying to a boss in group play basically gimps you permanently (especially on turbo mode), due to the massive loss in XP
3. Ishtar's missile range is larger than the enemy attack range, allowing her to cheese if she positions correctly
4. The lava elemental sub-boss summoned from the rune is outrageously strong when compared to the others

Lastly, the shark boss is extremely unfun overall. With the lack of movement options on most heroes, and the shark's lack of telegraphs on its charge, most of the fight is pretty frustrating. This was the boss that really killed my love of most of the support heroes...

I don't want my post to sound negative despite my many criticisms, I just wanted to give honest feedback on what I found frustrating. I hope the fact I'm even giving feedback with this much detail shows how much I really really enjoy this map. Looking forward to any future updates, and thanks again for making the map! Easy 5 stars :thumbs_up:
 
Level 10
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Jul 2, 2016
Messages
65
It was Rusty the Highwayman and Wolfheart Skullcrusher the Orc Raider. Very similar abilities.
Thanks very much, I will look into that :grin:
I think most people who have played this game would agree that the major bottlenecks for progression are the bosses, which is a good thing in my opinion. Now, theoretically, you could kill the bosses with any heroes because all the boss mechanics are largely avoidable, which is also a good thing. The caveat to that however is the health pools of the bosses are quite large (minus the treasure golem), and if you have three players, and two of them are not playing one of the better damage dealing heroes, the boss fights can drag on for a really long time. The longer the boss fights go, the more mistakes are made, the more lives are lost, you get the idea.

So how does this relate to the imbalance in hero power? Well, with the way the game is currently, it really incentivizes players to prioritize dealing damage. Many of the support type heroes don't have scaling abilities, so that 300 damage AoE or that 200 hp heal feels pretty bad even as soon as the hell layer. Moreover, A lot of the strongest heroes in the game have ways to mitigate damage either by mobility or just being tanky, and also either have a good auto attack (they are ranged), or a spell that is spammable and has good scaling. Garithos I think really illustrates what I mean. With two lifestealing items that stack, and his Liberty ability active, he can essentially ignore boss mechanics provided he can attack it, which is most the time. Not to mention that while he is doing this, he is actively clobbering the boss. He is by no means the highest damage hero in the game, but he certainly carries his weight.

The Heroes I think are really strong:
-Rusty (also ironically kind of the best support hero because of all the extra gold, and how you can stuff the map up with decent summons.)
-Wolfheart
-Ishtar
-Mimir
-Ayleth
-Jyzargo (he can kind of do both, tank up and avoid)
-Garithos (not the best hero on this list, but perhaps the most belligerent example of what I am talking about.)

TL;DR- Stacking damage is much better than having supports
The next update will contain a number of buffs to some of the support roster to alleviate some of their more redundant abilities, as some are certainly better than others. Although, generally the design concept of supports was to provide utility and to enable DPS heroes to DPS better, so I wouldn't be looking to turn any support into a DPS, as that is not their role. If you had any specific support heroes you felt were particularly lack-luster though, or abilities that could be reworked, I'd love to hear your ideas! Currently I'm looking into tweaking the Prophet of Flame, Woodland Wizard, and the Troll Hunter.

Before I mention any criticisms, just wanna say that me and da boyz have been really REALLY enjoying this map, big props. I've played basically every roguelike map available for wc3, and this one by FAR outshines them. Hell, it stands up to actual, standalone roguelikes. Incredible map!

As Swaguar (one of the previously mentioned boyz) mentioned, the biggest issue I have with it is how scaling basically kills half of the roster off in late game multiplayer runs. Especially for support heroes! The items heavily favor auto attackers, so support heroes basically get reduced to a weak summoner/healbot that desperately runs around hoping to avoid death. This is gets particularly bad when the bag of holding damage reduction gets factored in. You lose an item slot, lose a flat percentage of damage, AND have to rely on summons. It ends up being a tedious micro-fest just to have the summons get one shot by an AOE. I'm sure you have your reasons, but I really wish the bag of holding didn't have the damage penalty. Being the designated "bag holder" in a group never feels good. I also wish there were more items for casters, or items that had intelligence scaling of some sort.

I have a lot of nit-picky or small points, which I'll list here:
1. Tony overtakes your F1 hotkey as the main hero, which usually causes some difficulty when microing
2. Dying to a boss in group play basically gimps you permanently (especially on turbo mode), due to the massive loss in XP
3. Ishtar's missile range is larger than the enemy attack range, allowing her to cheese if she positions correctly
4. The lava elemental sub-boss summoned from the rune is outrageously strong when compared to the others

Lastly, the shark boss is extremely unfun overall. With the lack of movement options on most heroes, and the shark's lack of telegraphs on its charge, most of the fight is pretty frustrating. This was the boss that really killed my love of most of the support heroes...

I don't want my post to sound negative despite my many criticisms, I just wanted to give honest feedback on what I found frustrating. I hope the fact I'm even giving feedback with this much detail shows how much I really really enjoy this map. Looking forward to any future updates, and thanks again for making the map! Easy 5 stars :thumbs_up:

Hi there! Thanks so much for the feedback, so happy to hear you're enjoying the map :grin: As mentioned above I'm looking to tweak some of the supports who fall a bit behind other heroes. I'm also looking to give supports in general a boost as the idea of them was to provide value outside of dealing damage, so I'm looking to tweak a few of the items to make them more useful and perhaps add some new ones.

I do agree with your Bag of Holding change, initially the damage penalty existed as I was unsure how powerful the item would be in practice, however given that it takes up a slot and provides no stats of any kind, it does seem a bit much to also inflict a damage penalty. It will be removed in the next update.
 
Level 3
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Jan 7, 2024
Messages
5
The next update will contain a number of buffs to some of the support roster to alleviate some of their more redundant abilities, as some are certainly better than others. Although, generally the design concept of supports was to provide utility and to enable DPS heroes to DPS better, so I wouldn't be looking to turn any support into a DPS, as that is not their role. If you had any specific support heroes you felt were particularly lack-luster though, or abilities that could be reworked, I'd love to hear your ideas! Currently I'm looking into tweaking the Prophet of Flame, Woodland Wizard, and the Troll Hunter.
Right, my point is just that. I want the supports to have value to contend with that loss of damage. It doesn't have to be an exact 1:1 trade off (nigh impossible to discern anyway), but it should feel right, and I would say most of the supports need some help.

Specific Support Heroes:

Swampy
-Some of his value comes from whether chests are worth picking up or not, and regular chest become pretty worthless fairly quickly. I don't know if you intend on changing the loot tables of the chests that appear later like the demon chests, but that would be a start.
-Protective Hold not stunning would probably be all the buff he needs if I am totally honest, it would give him really interesting synergy with a lot of the cast. (it may also make the game crash, but thats a separate issue.) :gg:

Priest of Havoc
-Scaling on his abilities that are not the curse, or his ultimate. The summons and damage of Dark Voodooz are really weak, If I am totally honest, I think all the summons in the game should have some kind of stat scaling, not just the item summons. Tacking on even a small percentage heal (2%~) on Mending Magickz would make this hero feel a lot better, even if its not a tremendous buff.

Shrub
-Basically the same points as Priest of Havoc.
-Changing Saplings to scale with strength would probably mean that you need them to have a percentage life drain and not a flat value, and a corresponding percentage damage increase.
-Again, slapping on a minor percentage to the wisps heal would be great.

Weaver of Wisdom
-This guy is basically good enough already, I would just like to see his bugs have more impact. To me that means they have some intelligence scaling, but whatever you wanna do with them would be fine.

The three you listed

-I think you kind of get the picture, these guys sort of follow the same theme.

I think Bulljin and Ezran are both pretty good already. The Alchemist Brothers are kind of in a weird spot. I mentioned Cricket already.
Other than that, I think you could explore armor reduction a little more in both items and abilities, slapping that on to some support abilities would be enough to address some of the issues without resorting to giving them some kind of stat scaling.
 
Level 23
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Dec 4, 2007
Messages
1,553
Came back to it, made it to 89/90 without a healer (dropped level 20 something)!
Made it a mission to continue with: Ratling Gunner, Earth King, Axeman thief.
Sadly, at the final boss, the memory leak got to us - 0 fps temporarily.
(looks like it started after our Axeman-thief acquired the helmet of souls?!)
8000 hp left, came in with 30 lives, felt pretty robbed. Well what can you do.
Still was a 3h+ ride of craziness really. :thumbs_up:
 
Level 10
Joined
Jul 2, 2016
Messages
65
Came back to it, made it to 89/90 without a healer (dropped level 20 something)!
Made it a mission to continue with: Ratling Gunner, Earth King, Axeman thief.
Sadly, at the final boss, the memory leak got to us - 0 fps temporarily.
(looks like it started after our Axeman-thief acquired the helmet of souls?!)
8000 hp left, came in with 30 lives, felt pretty robbed. Well what can you do.
Still was a 3h+ ride of craziness really. :thumbs_up:
Hi there, so sorry you had this experience! I will look into that. So everything was performing okay until Rusty (Axeman Thief) bought the Helmet of Souls? Was there anything else spiking the performance in the game?
 
Level 23
Joined
Dec 4, 2007
Messages
1,553
The ratling gunner ultimate (bullet hell) and the Earth King's stone circle prison, well and the final boss abilities of course.
It just seems it all started after the acquisition of the helmet of souls - could be a coincidence of course.
 
Level 3
Joined
Sep 9, 2022
Messages
11
Hey I know I commented last time about gold being bugged on reforged, but im not getting gold or xp for kills with spells or summoned units on 1.3.1. even with the reforged option selected. still fine on 1.3.0.
 
Level 10
Joined
Jul 2, 2016
Messages
65
Hey I know I commented last time about gold being bugged on reforged, but im not getting gold or xp for kills with spells or summoned units on 1.3.1. even with the reforged option selected. still fine on 1.3.0.
Hi there, sorry to hear this issue has been occurring for you. I have asked in the Descend discord and it seems no one else is having this happen to them. Could you please confirm what player slots you were occupying? I am unsure if perhaps Reforged allows you to change which player you are playing as.

The only different between 1.3.1 and 1.3.0 in regards to XP/Gold is that XP/Gold is only given if the enemy that died was killed by anything owned by player 1, 2, 3, or 4.
 
Level 3
Joined
Sep 9, 2022
Messages
11
Hi there, sorry to hear this issue has been occurring for you. I have asked in the Descend discord and it seems no one else is having this happen to them. Could you please confirm what player slots you were occupying? I am unsure if perhaps Reforged allows you to change which player you are playing as.

The only different between 1.3.1 and 1.3.0 in regards to XP/Gold is that XP/Gold is only given if the enemy that died was killed by anything owned by player 1, 2, 3, or 4.
I was player 1 (red) in a single player game, I get gold for kills with attacks but not with spells. Malithios beetles and Dagon murlocs do grant me gold because they're owned by the player so It could be something with dummy units or damage sources from spells belonging to neutral im not really sure.

also something i found when i was messing around with settings is that rally runes cant be picked up on reforged graphics. I mostly play on classic but just thought you should know
 
Level 10
Joined
Jul 2, 2016
Messages
65
I was player 1 (red) in a single player game, I get gold for kills with attacks but not with spells. Malithios beetles and Dagon murlocs do grant me gold because they're owned by the player so It could be something with dummy units or damage sources from spells belonging to neutral im not really sure.

also something i found when i was messing around with settings is that rally runes cant be picked up on reforged graphics. I mostly play on classic but just thought you should know
Unfortunately it isn't any of these things, Reforged is just quite buggy in terms of custom maps. I know a workaround for this and will implement it in the next patch :grin: In the meantime please use 1.3.0. I'll have an update out as soon as I can!
 
Level 7
Joined
Jul 27, 2020
Messages
47
Cool map 5/5
but in my opinion there was a little problem there is too little bossfight encounter, i think? me any my friend played untill 250~ ft under the ground but only encountered one bossfight ( sure we also encountered ogre and such but i think they dont count as bossfight because they dont have much ability just a strong attack)
heros idea are great i really liked playing as frog king
 
Level 10
Joined
Jul 2, 2016
Messages
65
Cool map 5/5
but in my opinion there was a little problem there is too little bossfight encounter, i think? me any my friend played untill 250~ ft under the ground but only encountered one bossfight ( sure we also encountered ogre and such but i think they dont count as bossfight because they dont have much ability just a strong attack)
heros idea are great i really liked playing as frog king
Hi there, thanks very much for the feedback! Currently bosses will spawn every 15 levels on Normal mode, and every 10 levels on Turbo mode. I'd recommend if you're more interested in boss fights as opposed to regular rooms to play through the game on Turbo mode. The games are a lot faster and you'll be fighting bosses much more frequently :grin:
 
Level 10
Joined
Jul 2, 2016
Messages
65
Great map, but pretty much unbeatable due to the lag on final boss. We had 10 lives each and still lost with the lag. :l
Hey there, really appreciate the feedback. I'm always trying to improve the performance in the map, but unfortunately the lack of optimization in Reforged causes it to lag much more significantly than it does on classic versions.

I would greatly appreciate the heroes you were playing in this match so I can investigate potential heroes that are unnecessarily resource intensive and help further lighten the load. Any reports on this are super useful for me! :grin:
 
Level 3
Joined
Jul 13, 2020
Messages
9
A small suggestion to change Gilanore's passive and ultimate icons to different icons to reflect his new status after he has changed his class in the final level. Also his Q and passive are still named 'Blade of Curses' and 'Cursed Knight' after the class change so I think skill names should also be changed too.
 
Level 10
Joined
Jul 2, 2016
Messages
65
Very cool roguelike with fun heroes, amazing itemisation and drops!

Also very cool boss basic attack mechanic (you can dodge them!) that I will totally be stealing for my own projects.
Thanks so much, so glad you're enjoying it!

A small suggestion to change Gilanore's passive and ultimate icons to different icons to reflect his new status after he has changed his class in the final level. Also his Q and passive are still named 'Blade of Curses' and 'Cursed Knight' after the class change so I think skill names should also be changed too.
Hey thanks for the suggestion, I'll definitely add this to the polishing list :grin:
 
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