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1) Why hide respec and make it hard to get? The last game I played with this mechanics was Dark Age of Camelot. That alone tells how arcane the lead designer's thinking was.
2) What is the point of Research if the two best ones are available from start (Gates and Quicksilver)? What were they thinking???
3) The Apothecary class is complete garbage on all normal short missions! (Compare it to the Specialist in XCOM which I think is a versatile and fun class.)
4) The Incinerator weapon is beyond crap.
5) Why put additional timers on the main campaign map to force people to progress the main story? (the hurry-up-mechanics) I really don't understand why some lead designers have an urge to f*#k with gamer's preferred play style. Let the bloom spread handle the time pressure and LET people play the way they like!
The biggest positive change from XCOM are the random weapon requisitions which IMHO is a brilliant and fun addition. If you get a good weapon, it's fun to adapt your squad/tactics accordingly.
The final mission really felt like a letdown for me because:
1 - You spend most of the fight just running from Mortarion instead of fighting him because of the invincibility mechanic.
2 - Drago is supposed to be this major badass in the lore and literally every Imperium character you meet thinks highly of him, but...Mortarion can basically 2-shot him, and if you actually have Drago *fight* his lore nemesis that he kicked the crap out of once before, he gets a buff that makes him focus down Drago for pretty much a sure kill!
3 - Your second team is supposed to be performing a sacrificial last stand to keep the entire Death Guard from breaking into the chamber where you're fighting Mortarion, but instead of trying to wipe out your defense team nearly all of the Death Guard are content to just try running past your defenders!
4 - You have to go through a pretty substantial wave of Death Guard with the defense team every single time you break one of the roots. This is so tedious it almost feels like a joke, especially since most of the Death Guard don't care about fighting your defenders and will just run right past them to the point of letting themselves take reaction attacks if it means getting closer to the portal.
It is the same thing repeating a ton of times and screams time sink.
Separating it into two smaller and more focused missions would vastly improve the experience.
Also the whole second team thing does not make any sense nor contribute to the game at all.
Even if true, difficulty has nothing to do with the spot-on issues raised by OP.
The problem with this type of games was never difficulty.
It always was FUN FACTOR - REPLAYABILITY - REASONABLE GRINDING - RESPECT THE PLAYER.
FUN FACTOR : You must enjoy the tactical combat, relish every mission. Ergo you just feel like playing the strategic layer with the missions interrupting the flow. This game suffers from this, as every mission is a time sink.
REPLAYABILITY : No one is going to replay this game in its current state. Unless you have nothing else to play/to do with your time.
REASONABLE GRINDING : Well, this right here fails spectacularly.
- Excessive time sinks due to map design/limited range.
- Soft locks on research : If RNGESUS dont spawn the right color seeds for you, get ready to FARM missions until your desired seed type spawns.
- RNGESUS dont wanna give you decent rewards? oh boy, more grinding with subpar damage. Lovely.
- ETC ETC ETC already described on multitude of posts.
RESPECT THE PLAYER : Disabling your hard earned research arbitrarily AND on the FINAL MISSION? Seriously?
- No intel whatsoever on Mission types/Bosses mechanics. So restarting each new mission is the RULE if you wanna tailor squads.
- I CANT EVEN SEE IF MY KNIGHTS HAVE AMMO LEFT AFTER THEY MOVE!!!! Do i reactivate him or not? Do i need to write it down after each move?? ♥♥♥♥♥ sake.
And sincerely a lot more. Just awful when you think that the genre has everything already fleshed out on the classics, you just need to copy and be done.
I felt the same way. Unless you read up on the last fight you are in for a bad time, even then it's way to many enemies. I played legendary all the way thru and the final mission has me done in. I beat the rest of the game with ease without losing 1 unit which I did not know actually hurt me.
You make very valid points, I don't think they have to do much to tweak it but there needs to be something. One thing that I think would help is if Mortarion never gets immunity, then you can deal with him and then go around killing the Bloom roots and other enemies that spawn in.
I'm going thru again now and seeing with what I know if I can do it this time.
The games does have some replayablity if you're an achievement hunter since you can't fight all the Reapers in a single playthrough. Or if you want to do some funny squad combinations.
But knowing the utter meat grinder of a final mission awaits me at the end, takes the wind out of my sails.
The ironic thing is that the rearguard units are actually better off letting the enemies pass (especially regular Plague Marines, which aren't too tough). Otherwise, the vanguard will find themselves running low on WP since Morty doesn't have that many adds in his chamber.
Pretty much this yeah. The rear guard should only really try to obstruct and kill the heavies. Regular Plague Marines are so squishy by that point in the game that you want them in the arena so you can beat them down for WP and extra AP to help your squad keep Draigo topped up on HP and free to move to the next root once you get it going.
The fact that attacking Mortarion with Draigo at all makes Draigo about 1000 times more likely to get trashed when it's Mortarion's turn again is such a strange choice imo. It would be fine if Draigo was at least somewhere in Mortarion's league and had a ton of HP, but for some reason despite being a legendary badass in the lore Draigo has less HP than most of your dudes will by that point in the game and can't gain extra AP, so he just gets in the way instead of being able to take on a heroic role in the final mission against his own nemesis.
I had 2 interceptors (with crit chances/crit damages swords, concentration shard and double auto, crit booster, crit damage booster) + chaplain(with everything which coiuld give willpower to maintain the aura) and a Paladin keeping the gates. This way I could abuse the warp charges and wipe the waves in legendary. (Two sword swings in boosted mode trigger the auto AP so an Interceptor is able to deal 5 attacks + a TP strike and get back all its will points.
With vanguard is less punitive (and honestly I played without apothecary, but have stun bonus isn't that bad to make Morty crit resistance down) I played with 2 justicars, Interceptor (as rearguard) and a Psylancer Purgator because pyslancer distrub shoot is so pratical. and Draigo was only here to cut the roots.
I mostly just used him to cut roots and occasionally use his healing ability while keeping away from the boss. It was silly indeed, he was weaker than my own lvl 9 guys.
The person can't even construct a sentence, probably not true.