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Personally I'd wait a bit.
In short:
1) Nothing is wrong with merc mode. It's actually balanced, because they have all the skills rewinded (Sould Cleaver isn't tied to Soul Consumption for Merc, Flurry of Arrows isn't tied to PA, number of Gladiuses and Pit Fighters isn't determined by the passive skill, etc)
The person above is probably reffering to the fact that you can't beat MoonTemple headstaright as merc. That's not an issue of merc mode: Moon Temple just has diferent pacing. Like, you know, PoP campaign don't progress linearly: Crustworm is a loser you can beat with lvl 1 hero, but desert has no place to stock your ore; Lower Pyramid is somewhere around Armoury, while Upper Pyramid is way ahead of Battlements. Moon Temple has another gimmick - you don't pick as many items as in other campaings here, so all 3 bosses and level mobs are close in power to each other (relatively close - of course the last boss is visibly stronger than the first).
2) There are indestructable turrets in this DLC, and kids don't like them.
3) Some also don't like new map layout, because you need to have all 4 party members in one place in order to proceed. I don't see too much of an issue in this, but, at least, that is a fair point.
Personally, I find this DLC better than PoP on launch - it clearly has more refinement. They added new town area, and a mean to fastravell, new mobs in Act 1 can actually flank Palladin (shot him in the back\side), and Act 2 boss is just stellar (you fight him on a slippery surface and his acceleration on impact affects both damage and knockback), new puzzles add MORE MATH. Also new items, debuffs and great threats, but that is in order, right?
That's really disapponiting to see it mixed, but it is Steam - I've already got used to this.
There are however some baffling design choices regarding the mercenary mode and its progression... or lack there of.
I'm enjoying it though. Also, it's like £4 so even without mercs the moon temple and it's rewards I'd say are worth it.
Everything else is pretty ♥♥♥♥♥♥♥ amazing though, and the addition of customisable perma-death characters is awesome and challenging! :)
I only really cared about the merc mode. And they killed my enthusiasm for it.
The only thing I like is the new ice wyrm companion and the blood rites, those are cool. Other than that, yeah this DLC doesn't do much for me.
its one thing to be challenging, its another to just be unfun. especially when it COULD be fun and still kept separate.
Having played a little more of this DLC I fully and wholeheartedly agree with all of the points you've raised. HOWEVER, I have found that you can activate the fountain with a regular character then switch over to your merc. It's still stupid that you have to go through all the extra steps just to do that, though. I don't understand why you can't just save yourself the hassle and do it directly with your merc.
The problem is that Merc Mode restricts too much and has 0 real progression outside of 'Don't die'. I don't mind losing the Merc, but it'd be nice if I could make my next Merc at the next rank, since I hit it, with some more starting gold to make him more powerful.
And that will kill the very sense of it. You can have all the progression and even more in normal mode.
It unlocks more upgrades to you (you have no access to blessings or Magic Shop as a private at all) and awarded for completeing floors and bosses (so Tower campaign get you the most).
Combined with constantly progressing NG+ (you can't revert it, can't grind, can only move forward), it's your typical "threat level" as games like Crimson Lands and other score-attack games describe it.