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Thoughts about using Legacy points to "change our destiny" and maybe force between a few events? (Something to do with them, if you end up with way too many of them...I know I haven't been with the no longer able to stop incursions feature!)
Interesting point!
For what it's worth, I think either approach is fine. Having them contribute to post-game score could create an interesting risk/reward dynamic if you could spend either the score or leftover points on improving your Legacy. But the added benefit of being able to spend them on improving gear between chapters has really enhanced their utility, so keeping them as is is also a good idea.
I've only been playing since 0.33, but the changes I've seen to the strategic layer have only been for the better, so I am confident whichever you choose you'll make the right decision.
As an aside, I was a big fan of the way Thrixl campaign's second or third chapter added another layer of complexity to the world map. The imposed urgency as well as the optional additional risk in the final fight made for a really fun challenge!
The best way to address this is probably just a better tutorial/tooltips for legacy points... but even then, it only takes 1-2 campaigns before you figure out what they are worth.
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My only issue with LPs is that it feels like cheating whenever I spend them on removing enemy cards. I can understand using tales of my exploits to recruit heroes or get a discount on gear, but I can't think of an immersive way to weaken a mysterious enemy using LP.
If the "spend LP to negate cards" screen had an oracle/fortuneteller NPC on it, that would immersively explain why I know which enemies are coming, and why I can spend LP to bend fate.
Think of it like that, you haven't paid those LPs to weaken enemy, the way you earnt them thwarted their plans and now they won't gain the upper hand they planned to have. They were spent the moment you earnt them that way, the UI is just catching up ;)
I wouldn't like presence of any all-powerful NPCs to barter with as part of core mechanic, to be honest. It takes agency from the heroes, who have to work hard from being mere peasants who were at wrong (or right) place in wrong (or right) moment to become saviours of the world. I much prefer such beings to appear as through events, like Lochias, Crow lady, Guardians, marking their presence and pulling the strings away from the eyes of the player and whether certain things happening is their doing is just something we can wonder about, but never know.
I see, I like that way of looking at it. It still fears a little weird to me, I'd prefer the "Guerrilla Ops" mechanic XCOM2 had, where you choose which location to attack to sabotage a specific event. It had a few interesting aspects:
1) You could only cancel one event out of three, maybe two if you're lucky.
2) You had to take an extra risk (attack an extra location) to cancel the event.
3) Cancelling events took time that could have been spent on missions or overland tasks.
It feels too easy and meta-gamey to cancel the nastiest cards and let the useless cards slide through. Sure, earning the LP feels earned, but spending the LP doesn't feel earned.
That's what legacy heroes are for. Even if a hero winds up with 5 abilities and only 2 have synergy, you can recruit them as a Tier 2 Legacy Hero that has the 2 good abilities... and repeat the process when you find 3 abilities with synergy.
I still like your idea, just giving a tip to work around your problem.
You are correct, in the long run you have the ability to better shape your characters as legacy heroes, but I've been really been put in a bind a couple times when leveling up abilities. For me this mainly happens on hunters where I make them melee oriented and then on level up all of the choices are range options. Or visa versa. I also tend to stockpile +20 legacy points and have nothing to really use them on except for avoid invasions.
As for legacy heroes in general; in custom games they work well to customize in the process you described, but for people still going through the main campaigns, legacy heroes have strict rules on when they can join the story and when recruited after the campaign starts you only get a randomized hero so it becomes harder to customized them.