2_hype wrote:I didn't like that my Minotaur rogue got nerfed so hard.
Rightfully so.
Didn't seem right you could full out focus on all attack with throwing weapons that were guaranteed to hit every time while being one of the highest damage output in the game. Just doesn't seem right. I'm glad they made accuracy a factor for everything in Grimrock 2.
I just miss the suffocating isolation atmosphere the first game had. I knew outdoors sections would pretty much kill that, not that it could have really been helped. At least there are no NPCs.
pongsifu wrote:I just miss the suffocating isolation atmosphere the first game had. I knew outdoors sections would pretty much kill that, not that it could have really been helped. At least there are no NPCs.
Yeah, I do also miss that feel of being in a enclosed dungeon, trapped, with nowhere to go but up or down.
Sorez wrote:Personally, I miss a person you follow noted from who was in the same situation as you, like Toorum. (Also miss Toorum mode)
Although there was some notes from earlier adventurers, for example the guy who is searching for the Shrine of Gluttony (found on level above it - 'I am so close, I can see the shrine from here')
... or the guy who left a note showing where he buried his treasure (between the 2 lanterns in Twigroot)
I preferred the deeper skill trunks. I felt it was too easy to become a master of a skill in LOG2. I also preferred having 4 points per level up as it made me take a little longer to think about where to place them, which made the leveling up process feel more involved.
I also didn't like how some of the puzzle clues were paced/placed further off, sometimes really far off from the actual puzzle. For some of them it worked, but for others things were a little too vague with too many possibilities, and led to annoying backtracking if I hadn't written down the answers or couldn't remember where I found them.