Demeo

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Critical Fail rate too high among other issues.
My wife, best friend and I have been playing this game for a few months now. I am level 63 so we have put in quite a bit of time. The critical fail rate is incredibly frustrating. Tonight we seemed to fail more then hit, and I just happened to be playing a barbarian. I cannot tell you how frustrating it was to come up with a game plan on an encounter and watch us all miss and take absolute beatings. Meanwhile my attempt to hook someone just ended up with me flinging myself a random direction or firebombing my own team. My wife critical failed 3 times in a row... painful. Missing does not feel like fun, missing attack after attack feels like punishment. One I do not care to go through anymore. Also- The enemies can hit us from 2 or 3 full levels down. That should not be the case, the enemies should have the same exact ability to see and hit us as we have of them. It feels like an unfair advantage and leads to moments where the enemy can hit you, but you can't do anything back. lame. Finally, the monster density seems pretty inconsistent. Some games they are spread out relatively evenly... other games the first level of black sarcophagus the entire map and we are quickly surrounded by dozens of mobs coming from every corner of the map. Mond you we are VERY careful on what we reveal to prevent this..... sometimes they just open every damn door and flood in like a black friday sale. Suggestion: If someone fails once, make it impossible to fail the second dice roll. This will AT LEAST make it so entire rounds are not wasted and hopefully reduce the overall number of fails without overly effecting balance.
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Demeo Battles: Assassins position in stealth behaves very inconsistently
The booby trap is not visible to the opponent, but you can clearly see from where it is thrown and where it is placed by the animation. Same for the poison bomb and I assume for bones, water flask, etc. This could be intended so the stealth is not that strong. If that is the case ignore it, but I'm not a big fan of it, because this is a turn-based game and at the same time you can easily miss seeing the start of the animation and thus miss important information that you're supposed to have available. The assassin's position is revealed by himself when summoning an elemental, using one more thing card and maybe many more due to the animation above the character. One can reveal the assassin by summoning an elemental on top of him (and the elemental spawns next to him). This is inconsistent when tried with a behemoth - it is again spawned next to him, but the assassin is not revealed. Oana can scan with master's call although once I wasn't able to hit him and I knew the exact assassin's position. There are probably more such "tools" for scanning. Edit: more lister here - https://resolutiongames.canny.io/demeo/p/hook-reveals-stealth-assassin-other-hitscans Sometimes the assassin's positions is shown as accessible (indistinguishable from empty tile) and he's revealed if you try to move there (which I assume is the intended behavior). However, other times: -- The position is clearly not accessible (not being able to step on it) so the position becomes obvious when he is in the fog of war (i.e. behind the wall you're that you're going around). This is not an intended reveal of the location, but also prevents you from releaving him by moving on top even if you knew his location or just want to try your luck (unless you spend 2 action points just to reveal him and he can go stealth again on his turn). -- The position is just out of the movement range (i.e. on the fifth tile), but it is shown as accessible just like when you're able to attack an enemy on the fifth tile when you have 4 movement speed. See screenshot assassins_position.png . -- The assassin blocks the path which reveals that he's in one of the positions that allows this. Haven't tried this enough to see if it's consistent at all. Not sure if it's intended or not. On one hand, you want the assassin to not be distinguishable, at the same time you don't show just his location as accessible, but also the cells on the other side. The assassin is not allowing you to hit a target from his position even though his position is shown as accessible. This leads to 2 issues: -- It reveals information about the assassin's location. -- Can be very frustrating because you end up trying the whole time to get the exact angle while thinking you're just not getting it right (especially for diagonal hits that are sometimes hard to do anyway).
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