I am going to put my two cents in and say this is the exact last way I wanted tactition mode to function.

Yeah I didn't want tactition mode to pull the same cheap shots it did in the first game like spawn enemies right behind or right beside you... or those lightning zombies that had wonky stun mechanics.

Yet I didn't want this sort of bloating and slight adjustments.

What made some of the fights in tactition mode interesting was that they often changed how you approached a fight. An enemy might have a immunity aura, a new enemy that can teleport in a choke point, Enemies who lose their ability to be easily countered (Raincoat bombs).

Yet so far I feel like tactition mode is the exact same game but everything was given a buff... but not in a way that makes me really change the way I've been playing.

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Ultimately the most DAMNING thing about the New Tactition mode is that Divinity Origin Sin had a near perfect Tactition mode, at least in concept.

So this "Serviceable" version (for the first chapter, maybe it gets better later) would have been a fine addition had the first game not shown everyone how great a tactition mode can be.

Last edited by Neonivek; 15/09/17 10:03 AM.