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Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 12:42 pm
by Belligero
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.
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 1:11 pm
by Sorez
Oh, and I miss barehanded fighting too D:
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 1:15 pm
by pongsifu
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.
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 1:36 pm
by Sorez
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.
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 3:15 pm
by Halluinoid
NPCs are surely the crabs on the Beaches? I just started the game so could be more
there was nothing like NPCs in Grimrock 1 such as the crabs on the beaches
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 7:59 pm
by Luj1
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)
maybe its the same guy ?
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 8:02 pm
by Halluinoid
Toorum mode? I think I missed that
Sorez wrote:Oh, and I miss barehanded fighting too D:
but you can still fight barehanded
I just tried it
it works
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 8:05 pm
by Luj1
Isaac wrote:It's a fair chance that the empty bottles can be modded back in for those mods that plan to use them.
I really hope so.
And I wish the 'enchant arrow' spells would be back as well
Really these two add so much 'magical realism' in the game and also a sense of survival
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 8:06 pm
by Luj1
Sorez wrote:Oh, and I miss barehanded fighting too D:
I miss three-point technique

Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 8:11 pm
by Ixnatifual
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.