In Tales of Maj'Eyal, there's a "hidden tomb" that your character automatically finds early-mid-game. In a turn-based grid-movement RPG, it's filled TO THE BRIM with super high damage long range sniper casters. Even on normal, you're dying unless you git gud. And it's a roguelike, enjoy the two-three hour reroll to get back to that point. That ritual site is full of winding corridors and sharp corners, and the enemies will usually never hurt their own team, usually, so the entire engagement is all about learning your own positionals, and engaging tactically.
Even knowing this, many experienced players stand by skipping the dungeon entirely, because the nature of its time-limited appearance and appearing so early, before many classes have good movement or long-range-fighting options. It is, however, core to MANY unlocks in the roguelike system, so everyone will need to learn how to not stand in the crossfire of 50 rot mages eventually.
In Tales of Maj'Eyal, there's a "hidden tomb" that your character automatically finds early-mid-game. In a turn-based grid-movement RPG, it's filled TO THE BRIM with super high damage long range sniper casters. Even on normal, you're dying unless you git gud. And it's a roguelike, enjoy the two-three hour reroll to get back to that point. That ritual site is full of winding corridors and sharp corners, and the enemies will usually never hurt their own team, usually, so the entire engagement is all about learning your own positionals, and engaging tactically.
Even knowing this, many experienced players stand by skipping the dungeon entirely, because the nature of its time-limited appearance and appearing so early, before many classes have good movement or long-range-fighting options. It is, however, core to MANY unlocks in the roguelike system, so everyone will need to learn how to not stand in the crossfire of 50 rot mages eventually.