![]() Here is example of fix, mutoid is much faster, more stealthy and has resistance to everything in mist pandora controlled area. In this DLC reasoning is “if I don’t bring mutoid, game screws my other characters.” DLC discourages you to play it your way, it should instead encurage you to play the new way. ![]() When player goes in combat, reasoning is for example “if i bring heavy I get benefit of heavy heavy weapons, war cry and tank” and not “if I bring heavy, I lose my spot for assault”. This is very bad start, the reasoning should always be the other way around. take new unit into corrupted area, which is conveniently all red mist area. Corruption is basically way to penalise players if the do not play as intended, ie. There is new threat, corruption, which for some reason doesn’t start before you do mission, but we will ignore that bug for now.I do hope that you will consider my points for future DLC-s and maybe avoid “mixed reviews” on Steam, as gameplay is good, but you missed the mark on basic human psychology while making DLC In this feedback I will try to provide my reasoning why is that and focus purely from game design perspective and what went wrong. I do know that some love this DLC and I personally did 2 whole campaigns with it, one being legendary and this DLC can provide “some” fun, especially for a price, but after finishing campaign I am turning it off and never, ever turning it back on again. This DLC is sole reason why I created account on this forum
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