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It's still fun, it's just a really simple story by comparison to the first one. The characters are nice, The gameplay is better, As there are far more classes, but otherwise it's a similar experience, with the added benefit of the strategy game aspect, where you command armies to take cities in the same fashion as playing Risk. The writing is very "And then this demon showed up, now fight them." It's more straight forward, and since you are running a crusade VS running a small country, the stories of individuals fall by the wayside a little more easily.
Agree with this assessment, I enjoyed both KM and WOTR for what they were and found the writing and Companions in both to be excellent comparative to most CRPGS.
As of right now ,there's nothing shown on the store front but as it has become kind of a habit to not actually make the use of such things public until the actual release date, I'm wondering if you can say something regarding this matter.
Thanks in advance
While you have earned back some of my trust that was lost with the original launch state of WOTR (even after I spent 300 hours bug testing for you there were things I reported in alpha that weren't fixed till like a year post-launch), and it isn't by any means a bad game, I also still felt like everything after the Alpha & Beta was basically untested, and incomplete. The final crusade system was completely broken for me (I never even unlocked mythic units, which made it even worse), the puzzle dungeon was actually broken (puzzles could not be completed), luckily I was playing Demon which was buggy, so I teleported through the walls to grab the items rather than completing the puzzles (I really have been a beta tester for many games for many years), and the rest of it was a bit of a slog. I tried everything mythic path up to a point (except Devil maybe?), I felt like Gold Dragon, Legend, and Swarm were kinda bad on launch.
I think your team overall did a great job on WOTR, but it was too ambitious. Fewer mythic paths would have been better, and it probably should have been something decided at the start of the game, even if the other paths intersect with it. The biggest problem WOTR had was the sharp fall off in the number of players transitioning from Act 1 to Act 2, and Act to Act 3, like only 30% of players ended up choosing a mythic path, and an even smaller amount progressed it to the point where it was actually fun, distinct from the others, and cool.