Make the whole mod easier to compensate (tricky, might hurt people's experience)9
Buff back line heroes so their moves are more useable from the forward ranks (might make them absolutely broken)12
Stop making capture enemies Ancestress you lunatic (boo!)1
Leave it as-is, the capture enemies will be a part of the LLE experience the player must adapt to. (might frustrate some folks?)82
{'title': 'On capture and control', 'choices': [{'text': "Make the whole mod easier to compensate (tricky, might hurt people's experience)", 'votes': 9}, {'text': 'Buff back line heroes so their moves are more useable from the forward ranks (might make them absolutely broken)', 'votes': 12}, {'text': 'Stop making capture enemies Ancestress you lunatic (boo!)', 'votes': 1}, {'text': 'Leave it as-is, the capture enemies will be a part of the LLE experience the player must adapt to. (might frustrate some folks?)', 'votes': 82}], 'closes_at': None, 'created_at': datetime.datetime(2023, 12, 14, 11, 57, 12, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 104}
Content
So for me, personally, what I always found hottest in Lustiest Lair were the capture enemies: the elements of helplessness and loss of control really do it for me, and they ended up being the content I enjoy the most. Thus, I'd like to focus on that concept a lot more in future (because it gives me opportunities to add fucking animations to everything)
Tragically, it comes with a cost: Game balance. Players will be forced to work around enemies constantly fucking with the rank order, and shuffling the ranks of vulnerable heroes.
Any ideas for resolving this would be welcome.
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