Kalarion
Serial Ratist
- I kind of agree that not much changes in the game, start to start. Rogues and BB may have the same... metagame loop is maybe the word?... but they're definitely not the same games. I didn't mean to give that impression. A great deal changes as you progress, however. New maps give different towns with different bro propensities, forcing new playstyles game to game. Etc.Stuff.
- Agree about missions being somewhat samey. I don't mind it; there's variety in random events that pop up, and I like smashing through hordes of enemies repeatedly with a barebones story. Some of the lategame exploration events (and the entire Undead Invasion event line) are fucking fantastic though, props to sser .
- Fighting different enemy types is fantastically different, especially late game. You will have very different approaches to taking on a pack of frenzied direwolves vs a horde of armored corpses + 2-3 hedge knights + a necromancer for example. If you're not adapting your tactics between them it maaaaay be the reason TPKs are so prevalent and frustrating to you ;p
- It's both. You need a little of a couple different things (2-3 meatshields, 2-3 wreckers, 1-2 well-developed archers) to enjoy overall success, but each bro should be pretty highly specialized, at least the way I play. And beyond those "requirements" there's plenty of room for either specialization (say, adding another 4 wreckers, and making each of the 8 wreckers use the same weapon type) or further experimentation.
- Mostly agree on char differences at very early levels. Although once you can start hiring higher quality backgrounds consistently that changes drastically. You'll never complain that a Bastard looks the same as a Farmer, for instance :D.
- You are wildly wrong on weapons. Different types have completely different playstyles and uses, you sort of started to make my point for me talking about flails. Nothing else can sail you through the end of the early game (raiders + leaders) more efficiently. OTOH, nothing manages a murdergrinder like a HK quite like a pack of shivs. OTOH, nothing pimp slaps small groups of Unholds better than a couple 2h maces. OTOH, nothing trivializes trees more then a bunch of 1h/2h axes. OTOH, nothing makes hexen more manageable then a horde of bros with tree sticks (!!). And so on.
- Well. The game doesn't really give you stories and make your characters unique, that much I agree on. The endless grinder of battles starts to differentiate them for me... I have a Miner in my current playthrough that I should really get rid of (he's lvl 17 with 89 MATK and less then 100 FAT...), but I just can't bring myself to do it. I think of all the times his event gave me 2-3 uncut gems, the time he literally saved the entire party by standing in a 1 hex choke point and bricking an Orc Warlord while everyone else was desperately trying to finish up the Warlord's party, the time he landed that clutch dizzy on a Lindwurm that turned what should have been a killing strike on my best 2h sword user into leaving him with 3 hp and 2 injuries... not to mention the fact it would cost me like 3k gold to retire him properly (like he deserves!) instead of just giving him the boot for those massive party mood penalties :D. I can see the point you're making if you never make it that far in an individual playthrough though. You need the time taken to get a good core of bros up to veteran levels for those kinds of stories to form themselves in your head.
Game never advertised itself as a rogue like.
I'm pretty sure he was responding to my likening of the metagame loop (I'm copyrighting this) to a roguelike.