You will probabbly not notice a difference, because the differences are TINY differences in stats, passives (boring so far), and an active ability, which. You also unlock heroes by completing campaign missions. It makes those unlocks feel more like useless starter items than a form of progression. On the other hand most weapons are pretty boring and they get weaker and weaker as you go deeper. On one hand unlock system seems nice as it grants you access to weapons and accessories to select before battle. Permanent progression(7/10)Mixed thoughts on this one. Many of them are useful, but in very boring ways. Anyways, only a tiny sections of perks are interesting.ĭon't get me wrong. You might also find perks with penalties. A small section of perks improves damage to specific weapon type. Most common perks are tiny boosts to HP, various ammo traits (capacity, recharge from drops, less use, etc). Some of them are fun, most of them are unimaginative and barely make a dent in your playstyle or performance. The only real reasons to switch weapons are to exploit elemental weaknesses or to avoid running out of ammo for each weapon type.īy using specific weapons you "master" them and gain access to special effects. 4/5 of weapons are just generic projectiles with different elemental effects. Weapons are visually creative, but mechanically bland. , Some (very few) perks alter gameplay, and some weapons behave different than the rest, but those are a minority. More importantly has little to-no impact on gameplay. Most of the loot looks great, but feels mechanically uninspired. RNG loot (6/10)This is where it breaks for me.
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