![]() ![]() And if someone's having trouble on the difficulty you're playing you should choose a lower one instead of complaining about not being able to beat the game on hard, IMHO. Personally I find this a merit not a flaw. Your issue comes from playing on a higher difficulty so you need to think of a better way than the one working by default. A lot of the chapters are designed for the lower difficulties. Originally posted by Chickenc3:Why would you design the mission in such a way that freeing the miners is r***d? RNG weaknesses are just a massive step back from the weakpoints of 3H. The monster battle in chapter 17 just hilighted everything wrong with the monster encounters, they are so much worse than three houses. These encounters are over-designed, to the point where they are extremely contrived scenarios. The latter half of this game so far seems like they are trying way too hard. Not to mention ON TOP OF THAT, you waste 4-5 turns in a game with aggressive turn limits, to do something that actively puts you in a WORSE position than auto triggering the guards. Why on earth is the better strategy to IGNORE Klara's suggestion? It's just really bad from a narrative standpoint too. Why would you design the mission in such a way that freeing the miners is retarded? The easy fix to this mission design is to not move the main force to the other gate as soon as the miners are free, why wouldnt the plan be to flank the main force that comes out with the miners? Is Klara terminally retarded? As it stands, even if you have sacred calling, rescuing the person who triggers the event flag is impossible, it's a lose-lose situation all around, and worse you are forcing a suboptimal scenario on the player who.actually successfully completed the optional stealth condition.
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