0.0 hours played
Written 2 months ago
It's mixed for me, but overall positive.
What I liked:
Themed Underlords with different strengths/weaknesses.
Yes, you lose access to some toys, but it has you using new strategies and things you don't normally use.
Shale's Cauldron is so cool, huge props for the design (they're all great, but I LOVE this one).
It's like Skirmish+ with plenty of battles that aren't relegated to one point.
The mere fact that we get more narration, Underlord personality, etc, well done!
The altered objectives, like using Underhills or Core Shards.
What I didn't like:
Stalemates seem inevitable because of the map designs, especially Level 4.
Little to no focus on Dungeon Building. It's rush-rush-rush.
Playing as Shale, I figured rushing would be well-suited, but all the AIs seem to have superior minions&numbers.
Dealing with 2 or 3 of the big summons (Archons, etc) forces you out of you big play and on the sidelines.
The floating banshees are annoying AF. I get it's to add pressure, but it was just more 'chatter over the radio'.
I'm sure it was designed to be challenging and it is, which is fine, but why does this always translate into rushing or being unable to build a sexy dungeon? Is that really hard for players who enjoy rush strategies? Do I really have to stick with Pet Dungeons to give my dungeon personality? I kind of like the endless mobs and hard to kill Underlords, it made beating them so much more satisfying - I just want more room to build, maybe environments to exploit (lava pits in DK1 Deeper Dungeons), and tackle maps in alternative ways. But then again, we are here for Mendechaus' entertainment :P
Pick it up, round yourself out, I can't say I'm not enjoying it in spite of some pet peevs. Plus, I'm probably just 'rushed out' from going after the main campaign achievements, so don't take my 'tude on rushing too seriously.