What sort of contingency plan do people expect in a turn-based game? It's not real time. There's no "IF whiff, immediately dodge back and do it again". You either hit and deal damage or miss and lose AP.

Turn-based is already considered to be extremely casual as the only difficult the game has come from lack of information. Trying to add RNG does not add any complexity and challenge to it.

And people keep forgetting the game has wombo combo when they want old ini back. Anything with uninterruptable wombo combo is NEVER complex. IF you can do the combo, you win. It's a game where there's only one side playing the game and the AI never exists. The game ends up having to force rng into any turn-base combo game that just hope that by pure luck, you fail.

This keeps going in circle.

Wombo combo ruins tactical depth -> Lol nerf teleport then -> Then enemies get focus fire and die too fast, brute forced with no creativity -> Make them tanky enough or make you miss -> Then go play tactician -> lol that mode is bloated and has no tactic -> Then we make it so everything takes turn so there's no need to triple the stat -> Lol old INI is better -> wombo combo ruins tactical depth

Funny enough, Larian recent change pretty much ignored the whining. They went and nerfed the players using reactive shield to make the game even harder with the extra AP and turn cost that will mainly affect players.

Last edited by Ellezard; 22/09/17 02:43 PM.