![]() Healing, especially stress healing, is sparse enough, and defenses low enough that one might think that the all damage is the way to go, but attrition will quickly show the error of that thinking. The challenge is high enough that losing even one of four characters on the way to the boss is a death sentence (in the boss fight, that's fine, I've lost 3/4 and still won, dicey though). Slogging to earn enough money to make the characters viable so they can complete the only challenges available, watching them get crushed, oft with a series of crits from the enemies and misses on my part, in the first one or two meaningless fights in a run? When there are likely to be 5 or 6 more fights plus maybe a boss? Ugh. I'm okay with taking losses if it achieves my goals. The designers should note there is a significant difference between challenging and just mean. some mild challenge (which ramped up _sharply_ for the final dungeon). ![]() At anything higher than the easiest level, the RNG is cruel and punitive. I didn't find any of it particularly of use, I've been playing these sorts of things for a while. A front line, a back line, support, damage, looking for synergies. I like the battle line style games (by which I mean the array/position of your characters in a turn-based combat has meaning). I've played it quite a few hours, which by itself might seem thumbs-up recommendation, but it really isn't. Ultimately, I simply cannot recommend this game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |