![]() Цитата допису DePhoegon:wait what are you smoking? Whiiiich means they'd have to make 3 whole new regions so that there's a substitute for each of the existing (Jokul will probably always be unique) and that's a lot of dev work. if we add a Jungle area, it would take the place of, say, the desert) just due to the 5-4-3-2 nature of how many stages are in each region there may not be enough Fjord to facilitate 5 stages. I certainly wouldn't mind seeing more zones, though they'd have to be swapped in for one of the existing regions (eg. Jokul I just kinda dislike in general because it's so ♥♥♥♥♥♥♥♥ huge and has so much "uphill" to it. ![]() The fjord is where I feel like it shines the best, though, as the delineation between paths is more subtle than the desert, and the rooms feel vastly different from each other compared to the tomb. It makes the tombs feel very same-y as there isn't that much distinguishing one room from another (though that is a technically solvable problem) and it's most apparent in the desert. They're a cohesive map with multiple paths through it. The rooms, by the by, aren't randomly stitched together. But I would pay for a whole new campaign. Цитата допису Brolando:Just room variations would be disappointing. but reactionary bs like you're trying will only hurt the game, and prevent new character playstyles from showing up. Good god, this game is about as p2w as 'Journeyman Project Turbo' is. and barely know if something is balanced at the start if at all because they could as easily not understand their own play style could enhance & detract from some characters, builds & setups. New players getting to play with characters with the design balanced slightly more off the meta & designed around end game & a full meta loadout which is an entirely different playthrough than if you've just started wouldn't know what is or isn't balanced in the end. that they would almost instantly know and be able to read the abilities given to them for said character and without trying to hard focus a build withing a few runs that is really strong.Ģ. Those players likely UNDERSTAND the game better than you imagine & even if you throw a new play style down of rngish hand build & aoe slame from above (unblockable by cover), and a sudo team mate that's melee focused (NPC driven). and you don't stop to think of the following.ġ. The DLC releases with 2 new play styles, to a game with a dedicated base and clearly enough skill to actually thrash some of the harder challanges that are purposefully locked away till you hit 35/45 & even 60. Have you thought about this fact you brainless goober. A character being strong breaks the game for you. I love the new weapons, but the star weapon is very hard for me to use.Ģ. ![]() I agree, was just making a point based on other posts I've seen, late game it matters who you can play and not who is the meta "good". ![]() The brick alone justifies this dlc for me tbh. 7 usd for 2 characters and a couple new weapons seems like a lot but honestly I don't mind it, the game is fun and I like the designs and the weapons are pretty creative. Some of them are harder to pull off than others but that's just the nature of having a weak early game compared to others. What I like is that every single character has some sort of end game build that just feels absolutely unstoppable, not just the dlc characters. Heck, even with Nona having an inherent ally to revive her, iron wing still gets absolutely mobbed in the late game and becomes incredibly unreliable on the mountain. At least if you're playing to the highest degree and are going through ascensions, otherwise it wouldn't matter since nightmare isn't that difficult unless you're doing a challenge. Цитата допису Dead Tired Poss:My only problem with listing it as pay to win is the fact that you can still get dinked once and die as any character in a fraction of a second depending on the situation.
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