baud
Arcane
Finished Martyr (at least the Martyr + Prophecy storylines), at level 78 (played a lot of the contents alongside the main storyline missions). Final boss
went down like a bitch, even on +10 difficulty level, but then I got a lot of good loot on void crusades and had enough money (a good chunk coming from my seasonal character) to reroll all the enchants to fit my build (direct damage with the Heavy Flamer, a very fun build, seeing packs of enemies just disappear in flames was really fun).
Talking about loot, I like being able to reroll enchants on items, that way I could get exactly what I wanted, even if it's usually very expensive, that solve the issue of having to search for the right item with the right combination.
Tarot cards were nice too, being able to customize the difficulty and the rewards of missions, but I feel like there should be available on more missions, like the Warzone and Priority assignments missions. Also it's quite fun when the difficulty modifier rolled isn't much of a hindrance, like getting enemy resistance to physical damage, while all I'm dealing is heat damage (or bonuses to horde-type enemies to eldar, who don't get any horde-type enemies).
Instead of the customary health potions, having a equivalent that can be customized with various effect is nice.
The story of the base game is alright, I like how it's not just smash a random bad guy (even if there's a some occurrences of that, especially in the non-main storylines), but more of trying to solve a mystery, as befitting an inquisitor, helped by the investigation system. The story expansion is fine, but I feel like it's trying to go to fast and the how the different sequences articulates suffer from it, with little set up or explanation why the main character decide to go after an obscure prophecy.
Having the skills tied to the weapons and two equipment slots is limiting, but I didn't feel too constrained by that, there was enough possibilities to build my characters (stats, passive skills trees, perks and equipment). It's less of an issue with the Psyker and Tech priest, since they get slots where they can put any of their skills/summons.
As a 40k adaptation, I'd say it gets more things right than wrong and it translates rather well the look (not so much the feel, not Grimdark enough).
The fights in Imperial knights were particularly unfun, between the clumsy movement and boring weapons, especially for situation that my character on foot would have easily solved (except maybe the last one). The mission in the super-heavy tank was fine, though.
Compared to say Titan Quest, I'm missing the permanent map, since it gives a (kinda) tangible sense of progression, instead of disconnected maps with opposition scaled on player's level. Though it's easier to get infinite levels with this setup.
a clone of Fabius Bile, which is a nice trick to have a well known character in the story, killing him, but then his death doesn't change anything,
Talking about loot, I like being able to reroll enchants on items, that way I could get exactly what I wanted, even if it's usually very expensive, that solve the issue of having to search for the right item with the right combination.
Tarot cards were nice too, being able to customize the difficulty and the rewards of missions, but I feel like there should be available on more missions, like the Warzone and Priority assignments missions. Also it's quite fun when the difficulty modifier rolled isn't much of a hindrance, like getting enemy resistance to physical damage, while all I'm dealing is heat damage (or bonuses to horde-type enemies to eldar, who don't get any horde-type enemies).
Instead of the customary health potions, having a equivalent that can be customized with various effect is nice.
The story of the base game is alright, I like how it's not just smash a random bad guy (even if there's a some occurrences of that, especially in the non-main storylines), but more of trying to solve a mystery, as befitting an inquisitor, helped by the investigation system. The story expansion is fine, but I feel like it's trying to go to fast and the how the different sequences articulates suffer from it, with little set up or explanation why the main character decide to go after an obscure prophecy.
Having the skills tied to the weapons and two equipment slots is limiting, but I didn't feel too constrained by that, there was enough possibilities to build my characters (stats, passive skills trees, perks and equipment). It's less of an issue with the Psyker and Tech priest, since they get slots where they can put any of their skills/summons.
As a 40k adaptation, I'd say it gets more things right than wrong and it translates rather well the look (not so much the feel, not Grimdark enough).
The fights in Imperial knights were particularly unfun, between the clumsy movement and boring weapons, especially for situation that my character on foot would have easily solved (except maybe the last one). The mission in the super-heavy tank was fine, though.
Compared to say Titan Quest, I'm missing the permanent map, since it gives a (kinda) tangible sense of progression, instead of disconnected maps with opposition scaled on player's level. Though it's easier to get infinite levels with this setup.
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