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Primarily because it's a long trial with risky RNG objectives, hard-hitting enemies, one-shotting main assets, and no extra resources, items, or rigs. The items you have at the start is all you're going to get.
The trial is just a long, tedious marathon to get through. I understand that players often want a 4-man team on this one. Aslong as you're familiar with the map and know how to handle enemies and insanity without using anything as a crutch, it's doable aslong as you watch your six AND help out your teammates if they are in a pinch.
All other trials are pretty fun and alright, just not this specific one.
The pipe following is just so boring, and then pushing the boat in the water that slows you down as if you are walking in quick sand... Sigh. At least in snitch you can run as you push the guy in the chair without the floor giving a movement debuff. And then you have the naked and afraid modifier for Program X... Pain... Just pain... Of all the trials why do it just for that one?
I just hope future trials avoid the rail pushing style objectives.
It feels like the main trials are designed to be long (up to ~30 mins to complete) when instead they should just be designed to be FUN. And there is nothing FUN about the FUN PARK.
sorry not sorry
Nothing wrong with RNG my good fellow. It's the lack of resources and rigs against powerful enemies in a long trial that can make it quite the drag, even if it's doable.
"Grind the Bad Apples" is a marathon of irritating tasks, enemies that camp the objectives, backtracking and repeatedly getting punished for trying to make progress. Harder difficulties starts off the map by throwing a Grunt at you right as you open the liftable gate and immediately walking into an area with the Berserker (aka the huge, fast blind guy). Going back and forth between the diner and the heart minigames in a maze of an area isn't that fun, and you are disadvantaged by having to drop your items in favor of filling your inventory up with hearts just to kill the tedium quicker. Every time you try to push the cart in the barrier section, an enemy will always end up hugging the cart. Tracking the pipes forces you to retread all of your progress if an enemy spots you (especially noticeable with Gooseberry in the upper floors), to the point that it becomes very tempting to just say "screw it" and trial-and-error your way through each valve (which tanks your chances of getting A+). Gooseberry is very hard to distract in the grinding section and you get very little room to move around, unlike electrocuting the snitch in the police station. Gooseberry randomly teleports right next to the claustrophobic exit. And I don't even want to talk about the Program X version with the "Naked and Afraid" variator, where you get very little healing options and Pouncers upgrading from "support enemy" to "top tier threat". So much for "FUN Park".
"Punish the Miscreants" is very hard to navigate (Program X makes it even harder to navigate with those stupid gates) and took me a whole hour to beat the first time I played it in solo. All of it is backtracking from start to finish. Every attempt at progress feels like taking one step forward, and two steps back. Escaping at the end thankfully isn't so bad.
I was fine with "Open the Gates" initially... until I jumped into the Program X version. What a nightmare. "Deadly Prime Asset" variator in a claustrophobic environment feels like such an artificial difficulty curve. Second gate can make or break your whole run depending on where Gooseberry is in those tight spaces. Throwing in a Big Grunt at the fourth gate is just cheap; Gooseberry alone is already enough of a problem to deal with. You know your map has issues when the attic area with the Night Hunter, the enemy with night vision, is the most balanced and entertaining portion of the level...