Seriously, they are planning to do a spinoff MMO? I didn't know that…
I wonder if he also considers D:OS a MMO since it has co-op (and D:OS 2 allows 4 way co-op so maybe it is 4x more an MMO - but i'm not sure joker would have to comment…
That's just how Joxer is. He hates phone games, DLC, and any game that has Co-OpI'm pretty sure he does, he is consistent at least. Calling WL3 a MMO is very weird though, I don't care for the coop part but I didn't in D:OS either and still think it's a great game. .
Hm I re-call a few encounters and puzzles were removed or changed. Though yes the Directors cut version is better given the new updates, and graphic changes.I see no reason whatsoever to play WL2 without DC, it made several things better and didn't take anything from the original experience except for bugs.
Just finished WL2: Directors Cut. Played through the entire game at release and liked it, but the balance is a lot better with DC and the changes to armour and weapons. The addition of perks is a good one, but I still feel character progression is the poorest part of the game. Perks that gave actual abilities and skills instead of just statistical differences would have been more interesting.
Out of my 40+ backed games I'd say WL2 is my favourite so far. Good writing, different solutions to quest, fun combat at least for the major part of the game. I love the reel at the end showing what happened at the different locations, that makes it feel like what I did mattered. Don't think I'll replay the game again anytime soon if ever, but I'm sure as hell looking forward to WL3.
Yes, please.I might write a proper review on it soon.
In case anyone is wondering how I finished it so quick, I am on a break from work
A request: Things to improve upon in PoE 2
- Long duration consumables usable from inventory please. Doesn't affect combat balance but eliminates the absolute tedium of juggling food into and out of quickslots.
- Please include zooming for map screens; the Caed Nua minimap was unnecessarily cumbersome to use.
- Please include map annotations. Why was this basic feature left out of PoE 1?
- Make UI icons clearly readable; ie., don't shrink buff and debuff icons down to the point that they're no longer functional.
- Implement additional selection circle customization. Why do party members in PoE always have a selection circle even when not selected? This doesn't help clarity in battle whatsoever.
- I have not been following PoE 2 too closely (see comment about soured PoE 1 experience due to bugs), so this may be getting addressed… but please for the love of God improve upon pathfinding. The Infinity Engine "pushed" people out of the way if those people weren't set to 'guard'; the PoE 1 equivalent seems to have the characters simply run around continuously at the perimeter of battle. Cue exasperated sigh.
- Better difficulty progression. It's no secret that the latter half of PoE is far easier than the beginning. I think a large part of this is because the enemy types never evolve after a certain point. I was still fighting spectres and trolls in my last hour!
- Tying stronghold turns to quests completed was a mistake in my opinion.
- Please, less RNG tied to loot. Whether it be Azzuro that took 147 game days to show up in my playthrough or the Gloves of Manipulation that I only found (very late) in White March after consulting the wikipedia, please don't randomize sources of unique or otherwise important items.
- Do not list limited crafting ingredients within enchantment recipes until they've been attained (or through some other mechanism of discovery). Who thought that having the player know most of the antagonists five minutes into the game would be a good thing?
- Don't lock spells behind late game enemies. Having fought Llengrath near the end of my playthrough (as most other people would I assume), finding four completely new spells was a bit of a letdown. For instance, I wound up using Llengrath's Blunting Wisdom all of one time. Disappointing.