Orcs Must Die! 3

Orcs Must Die! 3

View Stats:
the issues with the game
now this game is great but it has many more problems than the previous games.

so after posting a couple posts about what peoples issues were i made a big long list of issues that most people had also issue i had myself.

Knights:

paladins or knights now aren't usable in the majority of campaign levels. these knights are also much stronger than paladins in other games but i don't see why we can have knights in the missions where they already are and paladins (as they worked in omd2) in slandered levels.

Chat:

chat orcs must die 2 had a chat feature by pressing enter during a co op. but now that doesn't seem to be a thing this sorta makes co op not as practical since now you have to communicate through steam chat. the issue with that is that not everyone will see or hear the notification. also when typing in steam you leave yourself vulnerable to orcs. there is a wheel that has a couple useful requests but i cant seem to get it to work it's also kinda hard to hold a conversation with just "sell this and come here"

co op issue:

only the host is required to move on. in omd2 both people needed to agree to move on before it happened. this was excellent as it allowed for both people to be prepared so that suddenly you aren't in a match while trying to upgrade your archers. the lack of chat also means that you don't know when your partner is in the spell book and when they aren't.

Personalisation:

You can no longer customise the spell book layout. In omd2 you could move a trap trinket whatever to a specific place. But now there's 3 options for alphabetical placement and something else. Alphabet works well for long lists of stuff but this is visual and not purely based on words so it doesn't really work well. The placement sounds good however it still isn't the placement order that the player prefers.

Archers:

Archers really aren't that good any more. Archers went from being one of the best guardians if you could keep them alive to you need about 7 in order to kill one orc. Not only that their upgrades just add more health. Health isn't really needed when their archers given the orcs almost always use melee weapons and the few that do with the exception of flyers (that your archers should be killing) would be getting taken down by the traps. A better upgrade would be to increase their head shot chance by 15% or so.

Wind belt:

The wind belt went from one of the best weapons to one of the worst. In most instances it hinders rather than helps. It now seems to blow the orcs in all directions instead of just forward so all those grinders around are only getting 1 or 2 orcs instead of the 20 that have just been struck by wind.

Trinkets:

there are a lot of trinkets that aren't here from omd2. i remember having discussions with people about taking specific traps and trinkets (mainly the guardian trinket) but now there aren't to many useful trinkets so it doesn't really happen. it also means that combat heavy builds aren't really as good any more. Trinkets also seem to no longer be passive this is a huge blunder since most trinkets worked best in the background.

dwarven sledge hammer:

the dwarven sledge hammer. this is just sorta a personal one not really a big issue or an issue just a preference but the old animations for the sledge hammer were much better. think it'd be good if we could change animations based on our preference.

Victory dances:

All of the victory dances are exactly the same. In omd2 and 1 it was like an insult to injury to the orcs “yeah I killed all of you and now im dancing absurdly on your corpses what you gonna do” but now it looks more like you've just been dared to dance and don't know what else to do im assuming thats something people do id know if I interacted with other humans. Also having the dances the same for everyone its a real issue. Before the different dances demonstrated their personalties but having Cygnus do that is very jarring. He's more likely to just sorta stand around observantly in case he missed any but not dance around. (also the dance isn't exactly very good)

locked weapons:

locked in weapons. this essentially wastes a slot if you don't use the weapon and also many people like to have an organised system. i have melee then ranged then guardians floor traps then wall and finally ceiling followed by trinkets. but now im locked into having a long bow (or other locked in weapon) in the first slot which just meddles with stuff. Even though this gets removed after completing the main story it is still annoying for the time as it essentially removes a slot for progression.

Co op issue:

you can sell your teammates traps in omd3. this isn't the biggest issue but it does mean that trolling someone is really easy. i think it should just be an option in the settings if you give permission for your traps to be sold by others.

Bugs:

the game is also just kinda buggy. i mean this will probably be fixed but it should be mentioned.

Map consumables

in omd2 Mana potions showed up as blue, health red, coins yellow and skulls white but now their all green. This causes some issues because when you need health or Mana its now a gamble if the green dot is what you need. It also makes it more likely that you will miss skulls and coins assuming they were something else.

Skins:

There aren't many skins or costumes for the various war mages. The best (in my opinion) costume for both characters in omd2 was the knight of the order skin. But now most of the various change how the characters skin looks not what their wearing. There was the pumpkin skin in omd2 but that was the only one I think (it was also the second best skin in the game in my opinion).

Adaptation:

Over all the new stuff is very well made and animated however the old stuff not so much. The stone staff is a prime example. One of the main reasons I enjoyed using it was that it would slam down into the ground (against a fire lord this essentially makes you gandalf). But here it just sorta sticks forward and releases a blast of magic. The magic is a good add in but the removal of the slamming removes one of the best things about it.

Match making:

Cant confirm but apparently match making doesn't really work.

Lore breaking issues:

There is flavour dialogue after you die. This is alright however one of the lines by maximillion is “i did it my way” this is a reference to a song by frank Sinatra. So in this medieval looking world frank Sinatra exists? another issue is what happens when you come back. This is video game logic you don't you die in reality. But when you come back maximillion references Jesus “hey im back just like that one guy like a zombie only cooler” so does Christianity exist was there crusades do other religions exist this doesn't make sense religions exist in this world and this world doesn't have orcs or rifts or magic. (this really annoyed me but it will probably be a preference thing but it just shouldn't have been there to begin with)

traps:

there aren't that many traps making plans very repetitive.

special abilities:

Vorwicks teleportation isn't that practical. About ¾ times ill just end up in lava or acid or whatever. I think it should only teleport if there's a stable footing so if you end up teleporting into acid it will just teleport you the the end of the floor instead of the acid but if you can teleport to the other side then do so.

Gabriellas floating isn't as useful since you don't seem to jump as high in this than in orcs must die 2.

Cygnus is strange it makes orcs not attack you but you can just run away.

Egan's is something that I constantly forget it about it stuns orcs for a minimal amount of time and also does a minimal amount of damage. The issue is that in the time it takes for the animation to play and such you could have just killed them with any weapon.

Hunched?:

Gabriella is hunched over? This is just really strange and I don't really know why I mean isn't having something standing straight up is easier to program than a hunched person.

Continuity issue:

During the second cut scene there are three pictures. One is of an orc army only it was using orcs must die 2 graphics and designs. Mr money bags and the earth elementals are prime examples. I don't see why it couldn't have been re drawn.

Aiming issue:

Often times when switching weapons the previous cross hair will still be present.

Ogres and lighting:

Armoured ogres don't seem to be weak to the lightning staff. This was made note of in the story “all that armour has to make them vulnerable to lighting attacks” or something like that. But a head shot with lighting doesn't seem to do much more damage than a head shot with an arrow. Normal ogres get destroyed by it and so do heavy orcs but not armoured ogres.

Elven short swords:

The elven short swords have one of the most pointless secondary attacks. It fires a small projectile to do minimal damage. All but 1 unique upgrades revolve around it as well. The primary upgrade would be much better if they increased speed and the unique added runic damage or secondary attack to remain as it is. They also seem to clip through the actors body in the belly area when being swung.

Skulls:

The skulls dropped are a disappointment. First off their 2d I mean come on I don't even need to explain why that's bad. Also when picking it up in omd2 the war mage in question would brag or make a comment about it really showing how killing orcs is terrific and something they enjoy. But now its just “...”.

(SPOLIERS for the main story ahead)

general:

the story its self isn't bad but its paced a bit oddly. There are also lines that don't go anywhere like the line about Egan having an easier time using first magic like he's Anakin Skywalker or something. Only it doesn't do anything or go anywhere they just sorta forget about it. He could regenerate Mana faster or something instead nothing.

Lore issues:

At the end maximillion says “lets take a selfie” I mean what?! From the cut scenes so far we've seen wood houses and general dark age technology not phones. This was just for a joke and could have been removed and nothing would be lost.

Plot hole:

The entire story is solved by a plot hole. They consult the archives yet master Cygnus removed vorwick from all of history so it wouldn't be in the archive at most he'd be a rumour that gabriella heard when training under Cygnus. This plot hole doesn't need to exist either it comes from one line that doesn't end up going anywhere.

One of the war scenario bosses abilities is to resurrect orcs and the characters act all surprised. But there was an entire class of orcs that did that in the family ties dlc for omd2 so do they just not exist any more.


so uh do you agree or disagree think that any of these will be solved with dlc or updates in the future?
< >
Showing 1-15 of 27 comments
Cougarific Aug 4, 2021 @ 1:43pm 
You certainly found a lot to complain about! :steamsalty:
Originally posted by Cougarific:
You certainly found a lot to complain about! :steamsalty:
the salt implies anger and would only be accurate if caps lock and explanation marks were used and that is not the truth.
Cougarific Aug 4, 2021 @ 2:20pm 
ok :cozybethesda:
GravePC Aug 4, 2021 @ 3:42pm 
this guy is a troll, don't bother replying
Originally posted by Grave:
this guy is a troll, don't bother replying
man all that evidence examples and solid reasoning is very convincing
TheLastDesperado Aug 4, 2021 @ 3:57pm 
Some of your points are valid... But then you complain about anachronisms in a series of games that all have an incredibly silly tone and makes me think this whole post is an elaborate troll.
TheOutwardRug44 Aug 4, 2021 @ 4:12pm 
Originally posted by im not weird everyone else is:
Knights:

paladins or knights now aren't usable in the majority of campaign levels. these knights are also much stronger than paladins in other games but i don't see why we can have knights in the missions where they already are and paladins (as they worked in omd2) in slandered levels.

Guys you can't have knights inside of buildings. I've already destroyed this argument in another thread with facts and logic https://steamcommunity.com/app/1522820/discussions/0/3050611379018556695/

On a real though there should be a mini version of them like a paladin or barbarian or something.
Originally posted by TheLastDesperado:
Some of your points are valid... But then you complain about anachronisms in a series of games that all have an incredibly silly tone and makes me think this whole post is an elaborate troll.
It isn't a "silly tone" the world it's self Is rather grounded the war mage Is "silly" but that only works because of the lack of "silly" elements elsewhere you can have a "silly" character in a world to highlight it but when the world itself starts to change then both the character and world starts to lose their charm kinda like trying to highlight green lettering by highlighting it with green
Originally posted by TheOutwardRug44:
Originally posted by im not weird everyone else is:
Knights:

paladins or knights now aren't usable in the majority of campaign levels. these knights are also much stronger than paladins in other games but i don't see why we can have knights in the missions where they already are and paladins (as they worked in omd2) in slandered levels.

Guys you can't have knights inside of buildings. I've already destroyed this argument in another thread with facts and logic https://steamcommunity.com/app/1522820/discussions/0/3050611379018556695/

On a real though there should be
a mini version of them like a paladin or barbarian or something.
Did you not read the last couple sentences of thsg paragraph
TheOutwardRug44 Aug 4, 2021 @ 4:22pm 
Have you not played the campaign levels?
How will the knight strike down the infidel orcs with holy heavenly lighting if hes in a castle or a sewer...

Which is why there should be a mini version of them that you could place on any map like the archers.
Originally posted by TheOutwardRug44:
Have you not played the campaign levels?
How will the knight strike down the infidel orcs with holy heavenly lighting if hes in a castle or a sewer...

Which is why there should be a mini version of them that you could place on any map like the archers.
"I don't see why we can't have knights in the missions already are and and paladins (as they worked in omd2) in standard levels. Did you miss that both times
Originally posted by im not werid everyone else is:
Originally posted by TheOutwardRug44:
Have you not played the campaign levels?
How will the knight strike down the infidel orcs with holy heavenly lighting if hes in a castle or a sewer...

Which is why there should be a mini version of them that you could place on any map like the archers.
"I don't see why we can't have knights in the missions already are and and paladins (as they worked in omd2) in standard levels. Did you miss that both times
to put it more bluntly i essentially said the exact same thing in my original post as to what you suggested with a weaker version of the knights in normal levels.

also i wanted there to be an achievement for having 5 dwarves 3 paladins and 1 archer see if you can figure out why that combo specifically.
Radene Aug 5, 2021 @ 1:25am 
Originally posted by TheLastDesperado:
Some of your points are valid... But then you complain about anachronisms in a series of games that all have an incredibly silly tone and makes me think this whole post is an elaborate troll.

I mean...it used to be "silly" in-universe. Now it's too memetic.

The Apprentice and Sorceress being deadpan about how it's totally okay to leave their master for dead, while said master is listening in, that's "silly".

Talking about selfies and making pop culture references is just low-effort attempts at humour that feels like I just ate something weird.
Last edited by Radene; Aug 5, 2021 @ 1:28am
Ubik Valis Aug 5, 2021 @ 6:27am 
Speaking of issues, it feels to me that headshots are quite lame/crappy . It's bad enough that the main weapons feel weaker the more your progress, but I must have hit especially ogres in the head a million times, but it only registers as a head shot if it's right on the nose or in the eye, hitting them in the mouth/chin area doesn't seem to register as a headshot....

- The one upgrade you receive to weapons/traps with conditions such as "kill 50 enemies with this weapon/whatever" or something like that is quite anti-climactic... This ties in with what I wrote above regarding main weapons feeling a bit on the weak side. Why not have a few tiers more, something along the line of:

Level 1: Kill 50 enemies, and your Longbow has 10% increased damage.
Level 2: Kill 100 enemies more, and your Longbow has +5%increased damage and 5% chance to stun enemies
Level 3: Kill 200 enemies more, and Longbow gets another 5% extra damage, plus 5% chance to freeze/poison/fire enemy depending on player's choice of modifier on reaching Level 3....

- Explanations in the game are sometimes frustratingly lacking. Take the Acid floor trap for example: I have no idea what the difference between "acid duration" and "melting duration" is... Also, basic information such as a trap's range should be clear when in the trap selection/upgrade menu. Maybe a small .gif-like animation that shows how the trap functions. This info should be available BEFORE I choose whether or not to spend several skulls on simply buying the trap so it's available...skulls that I can't get refunded, if I find out that a certain trap is not useful to my style.
Boboscus Aug 5, 2021 @ 6:34am 
After seeing you mentioned locked in weapons I knew what this was, you haven't bothered playing the game yet went on to a complaining/whining session. What a bunch of trolls, go back to OMD! 1 and 2 if those are better for you.
< >
Showing 1-15 of 27 comments
Per page: 1530 50

Date Posted: Aug 4, 2021 @ 1:38pm
Posts: 27