The game as it stood devolved into "how I chose to break the game and remove challenge from combat" even on Hard difficulty. Immunities played into that a great deal. There's a balance to be struck somewhere, between the player maintaining strategic options and the player losing interest due to an obvious optimal strategy. Min/maxing should break a game, not simply playing smart. I'd prefer a game that offers challenge on its own terms, rather than necessitating me actively having to opt out of obviously overpowered build strategies to maintain engagement in encounters.

My removed take on Larian implementing (drastic) balance passes is that the long-term game as a whole, with player feedback and data analysis driving adjustments, should take preference over the (undoubted and unfortunate) need for mid-game players to rethink a current playthrough.

D:OS is a great game, but one that can be improved, especially the post-Cyseal game. To deny improvements because it's inconvenient to present players is the wrong, albeit easier, approach to take. The game caters to outlandish strategies and improvisation enough that I'd be shocked if anyone's playthrough was entirely ruined, it just might not be the powerhouse min/max lol-i'm-invincible-now playthrough that the player wanted.

Last edited by Noaloha; 22/08/14 07:06 PM.

Escape From Smalcatraz: Steam/Nexus. Forum thread.