25 is the part where player need to sharpen their skill to pinnacle. Obviously, your tactics that work at 0 will not work at 25 due to all enemies deal more damage and more HP. Final boss HP is 1200 in 0, and 4000 at 25 on top of all other difficulty modifier. Is very easy to beat as long as you understand the system and has sensible Tactical RPG mindset. The difficulty increase system in MT aka "Cataclysm" in TOF. Player also can move away to avoid the attack. In Gordian Quest, each enemies has their attack card and range which player can view. And the game can preview player whats will happen if we play this or that card. In Monster Train, we knew already whats going to happen every turn. Lets not forget, you can heal up the wound in combat too.Īlso cards game, what I really want bring out from these 2 games are the "enemy action preview". The "damage and HP ratio" is well balanced enough. The final boss of CA, notably cannot even kill a non tank within 2 turn even you just pass your turn. Like FTL, CA also feature hit vs evasion, and most importantly enemy attack randomly. CA don't have tactical movement however, less gearing slot, different leveling system and it own healing system. Thus randomly fired AI is completely justified and this is still a god darn hard game. But all the pro players know, if the enemies play like human, THE PLAYER IS DOOMED due to the golden Roguelike rules. You can judge the developer saying they made a dumb AI. The key I want to compare here is the AI. The game has a lot of RNG such as weapon loot, event outcome, hit vs evasion. The AI fire their weapon randomly to player ship location. If may seems weird to bring out a RTWP (Real Time With Pause) game. "Player need to maintain the team and injuries, enemy don't need to". "Player need to win every battles, enemy only need one". These are my opinions of the game difficulty comparing to other games.
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