They do add a lot of fun, but it seems people have balanced them to be weak and complicated which makes them a hard choice when there is a simple option on the table that does the job similarly or even better. I love and enjoy the work modders have done for this game. My point is this really, if you are going to make a class that is highly specialized with a single game plan should they not excel at that completely? Why is the vestal outhealing these complicated classes? Why is the simple highwayman doing more damage than these crazy mod classes that gate damage behind so many restrictions? While most games would have designed into powercreep territory and outshined the basic heroes, the modders for this game seems to have just made the mod classes weak for the most part.Īnd i'm not hating on mod classes. Mod classes seem to always have poor heals or gate the heals behind some weird restriction. The hardest hero to replace always seems to be the vestal with her amazing heals and stun. Trying to make a party with mod classes is like 4 different strategies trying to happen at once which makes it fail. This makes it very hard to play the game if you activate too many of them because they all have different complicated gameplay strategies that almost always require vanilla classes to work with them. It feels like many mod classes require a very specific team to work and they have a very specific playstyle in mind. They have simplicity, power, and multiple options for play/differing playstyles. I feel like in almost every case I am better off just using the usual suspects. I'm pretty new to this game but having tried out a bunch of mod classes I find it very hard to work with many of them.
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