SkiNNyBane
Liturgist
From recent memory:
- POE and endurance/health system with 2 camping charges is just annoying. There is nothing redeeming about it.
You can still buy camping gear in stores, so all it does is force you through unforgivable tedium. Even if that wasn't the case, you don't actually know which encounters await you along the new area, and thus can't possible know which spells/endurance to save for tougher fights or when you will find another camp.
- DOS 2 and the armor split system. The itemization system of having to rob NPCs blind every level.
I mean its so obviously anti fun. How the fuck did they manage to go through the entire development process before someone inevitably says - "hey guys what the fuck are we doing?" It is an artificial barrier to possible builds and strategies to explore, forcing every fight to basically be get rid of armor and cc to death.
Also is it really not braindead obvious that having to replace items that often makes exploration and finding uniques completely unrewarding?
- Both games suffer from level being too important syndrome, where you are basically forced into a linear exploration path (on hardest difficulty), because encounters will be too easy, too hard or just right, all within 1 level of each other.
There are other examples but I am legit perplexed and annoyed how this passed through the brainstorming phase.
- POE and endurance/health system with 2 camping charges is just annoying. There is nothing redeeming about it.
You can still buy camping gear in stores, so all it does is force you through unforgivable tedium. Even if that wasn't the case, you don't actually know which encounters await you along the new area, and thus can't possible know which spells/endurance to save for tougher fights or when you will find another camp.
- DOS 2 and the armor split system. The itemization system of having to rob NPCs blind every level.
I mean its so obviously anti fun. How the fuck did they manage to go through the entire development process before someone inevitably says - "hey guys what the fuck are we doing?" It is an artificial barrier to possible builds and strategies to explore, forcing every fight to basically be get rid of armor and cc to death.
Also is it really not braindead obvious that having to replace items that often makes exploration and finding uniques completely unrewarding?
- Both games suffer from level being too important syndrome, where you are basically forced into a linear exploration path (on hardest difficulty), because encounters will be too easy, too hard or just right, all within 1 level of each other.
There are other examples but I am legit perplexed and annoyed how this passed through the brainstorming phase.