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Best bet is to look at the customer review section and go from there.
I would also add my biggest turn off with the game while i played it was that you dont keep the same party, when you advance to other maps you end up with other characters etc. Just really not the same game from that standpoint, unless that changed that aspect.
tbh they had me right there
P.S. Also, you should check this game - Expeditions: conquistador
And like it.
The biggest issue I think, is the developers worship of RNGesus to the point where they deliberately curtail player choice.
I recall the multiple pages of begging (on both steam forum and their site forums) for the option of starting a campaign with customizable mercenaries, perhaps just a few on a point-buy system (I.e. each trait worth a few negative or positive points), but they refused out of fear nobody would play the game the way 'it was meant to be played'.
I think the best way would have been to implement a party system similar to that of mount & blade: you have a core of companions which you level up and who don't die (of course you can get defeated but a defeat would have other consequences) and the bulk of your party would be composed of dispensable troops which you may equip but not level up. In a game based on character development, it is absolutely the worst design choice you can make to have the player lose a character. If I start to play this kind of games, character development is the main motivation.
and you are right, introducing RNG into the levelling system is another terrible design choice.
Personally, I am okay with character death. This is a game where actions have real and permanent consequences. The lack of choice for an RPG, though, really bugs me. Especially when it is there to force players to spend hours rolling the RNG lotto or accept suboptimal play...
However it does depend on what is more important to you:
- tactical combat: Battlebrothers lightyears ahead of LoE. You play on a huge map rather than a tiny one. Battles are bigger, more challenging and infinitively more fun. The opponents are more varied and so are your own moves.
- In fact opponents are possibly the biggest strength of Battlebrothers. Every different faction has a very distinct character. Wolves charge quicker than you can say ****. Goblins are nasty little buggers that rely on ranged weapons, dodges and high accuracy. Honestly, this game has the most dangerous goblins I have ever seen. Orcs on other other hand will just brute force you. They are scary as hell (they have massive hp, deal brutal damage and have a charge that will shatter your frontline). The undead are possibly the weakest enemies but they will wear your down by sheer numbers ... and they have the annoying habit of rising again after you killed them the first time.
- RPG side: Here both offer a distinct style. Battlebrothers is a sandbox game à la Mount & Blade whereas LoE has a real storyline to follow. I find both to be immersive but Battlebrothers has infitively more replayability.
- blood & gore: Battlebrothers feels dirty - enemies and your mercs look mean and ready to chop of some heads (which they actually do). In LoE things are cleaner and less brutal.