Man a squad of only Reapers is like a horror story for the aliens. From their perspective, especially if the Reapers don't reveal themselves, their own troops are just dying left and right from seemingly nothing. How this doesn't cause panic I will never know.
@@Self-replicating_whatnot there kinda is, sometimes the last alien in a pod will run to reinforce another if their pod dies too fast or they get damaged
I like how those single-class runs almost force the player to take on the class's style. In the Templar video you were often saying "rend into pieces" and basically running into enemies, and as Reapers you have to be stealthy, scheming and plan ahead.
Yeah, I usually use my Reapers as scouts and throw them up on high ground and rain death and have a Skirmisher in grapple range just incase some alien gets too close. The rest of the squad just basically lures enemies into Reaper and Sniper kill zones (especially after getting Hunters weapons). Reapers are so much fun, I might have to do a Reaper only run after this! They're my second favourite class behind Psi Ops but Psi Ops are just op so doing a run without at least 1 on my squad as an op back up will be a good time!
Reaper is a permanent fixture of my team now, what with their ability to see the bad guys coming without risk of activating anything they don't want to, and a plethora of tools to softern the fuckers up. High level reaper usually sits in stealth for the entirety of the mission, ever ready to make sure that enemy has as awful a time engaging the rest of my squad as possible. Hell, i even strive to get an extra reaper if i can so i have one for the B-team too.
I loved how the Assassin kept spouting insults as Haunt killed her for good wish Banish. Seriously an line for every single shot of Banish. *Bang* "YOU WILL PAY DEARLY FOR YOUR PART IN-" *Bang* "Ah! Proving your worth to your ne-" *Bang* "You will find no refuge in the shad-" *Bang* "You will face me reaper I will not allo-" *Bang* Assassin dies.
Its funny because the Hunter is very likely to have been a captured and mutated Reaper agent himself; him not attacking was possibly him showing loyalty to his brothers and sisters.
"We are Advent, We Are Millions. How many are you?" "We're four Reapers and a dog" "You Would Presume to stop us with 4 Reapers" "We could kill you with 1 Reaper"
Re: that unique warlock dialogue at 33min, the first time I ever faced the hunter, I had a templar who could switch places with enemy units. I did this to put the hunter right into my group's firing line. He immediately said: "...that was a nice trick" which I thought was hilarious and awesome. He didn't get to fire a shot that map.
I once had the Assassin in a mission, and was kind of bracing for her first strike. While camping, I was spotted by a patrol, and I was forced to deploy to a more agressive formation to fight back. My first move towards the enemy revealed the Assassin sitting about five tiles away from one of my soldiers! Since she was right in front of a very tight formation, I was able to destroy her rather swiftly, giving her no chance at retaliation. I'm still scared of the aassassin tho.
Hunter is my favorite Chosen. They are all gonna die, but listening to Warlock's zealous ranting or Assassin's waxing philosophical just makes fighting them that much more irritating. Hunter boi however knows what he's about, and he seems to be the only one having fun.
55:35 Look up the mod "Sensible Mission penalties" made by Anisotropic. i had the same issue as you, not liking that i lost contact with a region because i opted not to go for an arguably optional mission. The mod makes it so that you don't loose contact with a region just because you didn't want to get some supplies from a train you never asked them to crash or something like that. it also makes it so that dark events are not instantly applies if you fail a guerilla op, it'll just come in at the same time as the others.
Yeah, the mod is a staple for any modded campaigns I do. But for these challenge runs, I'm trying to keep things as close to vanilla as possible (gameplay wise), to make the challenge more authentic.
1:13:38 I think the reason is that if you take soldiers that have negative traits, and bring them onto missions, if the mission is a flawless one the negative trait is removed.
To be fair, I'm pretty sure that if a car explodes literally half a meter away from you, you'd also have trouble spotting from which direction the shot came from, given, of course, that you survive the explosion to even begin contemplating its cause.
If you're not aware, Dragunov is the "default" reaper that you get on every XCOM 2 playthrough, so her name being a reference to a sniper rifle is definitely intentional.
- Remote starts a car blowing it up. - A civilian was hiding next to it. - That civilian was a faceless. Central: How'd you know it was a faceless? Wait you knew it was a faceless right?
Prediction: Last time: Can you beat xcom 2 activating every enemy on the map at the same time? This time: Can you beat xcom 2 without activating any enemies? Basically I think it will be a cakewalk most of the time.
@@axiomunbroken8495 I did that though pods one and two were a non issue (besides one of the codexs I skulljacked the other one) the reinforcements weren’t a problem either it was the pod with a gatekeeper and two codexs that was the issue codexs kept cloning and the gatekeeper manage to hit everyone with an AOE attack fortunately my squadie sharpshooter hit the two shots I needed him to so alls well that ends well
This reminded me of when I did the Avenger defence in one turn. Shadow Reaper with a +4 (integrated warfare) speed PCS ran forward with one movement, spotted the Beacon. Squadsight snipers and defence turrets shoot it. Reaper runs back with second movement point All evac.
20:32 I see your setup there and I raise you: Gunslinger Sharpshooter in Icarus Armour, Pistol bonus perks, Death From Above, and the Between The Eyes resistance order. 27 lost in the mission, and 23 fell at the hands of one of my sharpshooters in a single turn.
Yeah that would sound nice. But X-con is meant to be brutally unforgiving. If they did implement something like that a good counter to completely scavenging would make xeno medkits be worse due to different biological needs and functions.
One thing about reapers is just how scarily devastating they get against boss aliens, killed the viper king in a single turn with 3 shrapnel claymores and remote start during a alien facility mission
Considering my campaign's reaper once took out every pod on a map with the biggest Remote Start chain reaction you've ever seen within the first turn... I think you'll manage to squeak by with this challenge. Just barely, y'know.
The first two of these runs are the first time I saw the Hunter do anything. I finished the game two days ago for the first time and encountered the Hunter only 3 times. 1. He runs out of a building I stood in front of and takes cover within range of my entire team. He got turned into swiss cheese. 2. He hookshot'd into range and my sniper, coincidentally on overwatch, takes a shot. Repeater trigger, execute. I laughed so hard. 3. In his fortress. He doesn't really have a good place to stand in his own arena and my entire team had actions left when he appeared. Destroyed tge obelisk before hw could regenerate. Killed him for the last time when he reappeared
Honestly, of the three factions, Reapers have always been the most powerful in my runs. I've always fielded at least one Reaper in every mission I could for use as a scouting unit (seeing pods without activating them is a blessing) along with an occasional Remote Start or Banish (to which many a sectopod had fallen). Now I tend to take my Xcom runs a lot slower than you do, so I got to do many covert ops and get 2 very good resistance orders from the Reapers: one to enter every mission concealed (yes, that's rather pointless on all Reaper squad, but for me with only 2 Reapers in the roster, it was a lifesaver); another to stop the mission timer until the concealment is broken. I believe that last one would make your run soo much easier, for me it sure did, allowing to position my troops on devastatingly good positions before engaging and absolutely steamrolling Advent. But well, what do I know. I could always field 2 snipers on any given mission.
These are actually way more interesting than I thought they would be. You've convinced me to try one myself as the reapers are my favorite faction. Pretty good idea
I like to point out that the Advent Facilities are a complete joke to the Reapers. With normal units along with the Skirmishers and Templars you would have to go in there with a plan and hope for the best. With Reapers you can just go straight to the place to plant the C4's, Call in the Skyranger, and leave before Advent knew what hit them.
I've just bought and barely started WOTC, rescued Mox and used him a bit, and have yet to meet the templars I believe, but damn are the Reapers so fun. In any stealth game I play, pseudo-stealth in which I can just run around and kill people without being detected is normally my go to, and the Reapers perfectly fit that. In just over 3 hours of play time, the Reaper from the story has surpassed the rest of my troops simply because she hardly ever gets injured and is usually the one to finish off enemies. The increase to movement speed while concealed, the chance to stay concealed and the fact they can enter concealment willingly twice make this easily my favorite class.
@@xtxownage yea, but compared to the templar and reapers, they certainly have a better "all squad" lineup. They're just the most versatile of the three hero classes
@@xtxownage It's funny, I've seen a lot of people say they don't like Skirmishers, but I love them. They can shoot twice if they don't move, the grapple early game is amazing though it loses its advantage somewhat once you can build spider armor, and with certain Xcom skills they are bonkers. I would think an all Skirmisher squad all loaded with repeaters would result in a lot of instant deaths, lol.
For the spectre at the end I'm guessing using shadowbound only uses 1 action point so normally they run but the mimic beacon caused it to use its second ap to attack rather than move
Prediction: The run will mostly be a cakewalk, but since you do have a limited amount of claymores and banishes, I worry that particularly long missions might force you into a firefight or two, and reapers arent ideal for that.
The first time I ever fought the assassin, during the story mission, she was vulnerable to explosives too. And I had a decent grenadier. And she made the mistake of getting herself revealed by my scouting ranger on the upper floor of a building. So I put outrider's claymore on her, got the ranger out of the way, and hit her and the claymore with the grenadier. One shot her before I could even see any of her attacks besides her basic sword strike. It wasn't even the first time I stomped a boss on the first encounter. Back in my first ever playthrough, my brother picked up Alien Hunters on the same PS4 and I didn't feel like abandoning the existing campaign, so I first encountered the rulers when I had a squad of colonels with tier 3 tech. Stasis from the psi-op, 2 frost bombs on the grenadier. Using the stasis to set up and the frost bombs to hold it for 4 actions, the viper king fell on the first encounter. Added the viper suit to the plan, killed the berserker queen on the first encounter too. Couldn''t make it 3 for 3 though, the archon king took 2 encounters.
Reapers are my favorite unit in the game, the incredible movement range with stealth is just a chef's kiss of satisfaction. OP as hell if you get some good buffs.
"Saving civilians doesn't blow concealment." Faceless: "Bonjour." Had my ranger lose her concealment once because out of all civvies, I just happen to approach a faceless. XD
My greatest single round of combat involved banished and a few active pods, and a high level sniper with high advantage, extended mags, and auto reloads. Took out 21+ units in a single turn.
one time I was playing xcom 2, and I was fighting the viper king and he managed to get burned, and that meant that he took damage every time he did his ruler reaction
That's amazing. I remember one time against the Berserker Queen I used an acid bomb and made all the tiles around her acid. She refused to move and just stood there, letting me take her out. I'm not sure if Firaxis patched out that behaviour later on or not, but it was pretty great.
I had a game where the alien ruler didn't trigger, but the lost did, and my reaper was stealthed so I just watched as the Lost 100-0'd the ruler because he wasn't active
@@TheDriftersBroadcast During the Tactical Legacy Pack, a sectopod T-bagged me before killing the VIP. Last action of the turn, move VIP up, reveal sectopod at the edge of vision. Sectopod does melee aoe attack (none of my soldiers are anywhere near that) and then shoots the VIP once (who is in full cover) and kills him. ending the mission then and there. It remains the absolute best X-com 2 moment
Awesome run, these videos are so fun to watch. One tip with Purifiers: they normally have a 50% chance to explode on death, but they're guaranteed to blow up if you kill them with explosives.
i recognized the line immediately, but could place my finger for a good solid minute on where it came from had a good laugh when for a moment i pictured bradford spouting that line before i remembered that swan says that in starcraft 2.
As a long fan of xcom 2 who was late to the party, I am very much enjoying more content of my favorite game. I will watch your journey with great interest^^
56:00 I always interpreted it as the Resistance getting pissed off and leaving. You fail/skip the mission and they think of you as lazy/worthless bums, sitting around on your fancy ship while they do the REAL work.
4000 views - Great to see you are collecting even more since that statement - I'm basically a new player to (Modern) XCOM and hadn't played since the 90's version. Enjoying your stuff. Thanks
The negative traits can get removed from going on personally flawless missions and they even have a chance to become positive traits like fear of mecs into hunter of mecs and so on. By personally flawless i mean that the soldier in question has to be flawless not the entire squad
@@TheDriftersBroadcast from my experience it's only happened when they don't miss or take hits but it's possibly worth looking further into it as it could just be avoiding damage like the squad rating. It's an rng chance as to whether the traits change or not though even if you are flawless with them
I am really enjoying your videos! Your laid back humor and ducet narration make these videos a joy to listen to. I am looking forward your future work!
Jumped in my Reccomended and gotta admit prolly one of the most enjoyable XCom2 Videos ive seen on the whole Plattform. Keep up the good work mate! PS: im off to watching the templar one now :D
LOL yeah, I considered doing a close up of his face at that point, but figured he had been through enough already. Like, dude, we can easily just build another one. He's a truly dedicated soldier.
You should give yourself more credit with the door closing thing. Breaking LoS forces the enemy to either push up (and potentially overextend), and leaving them in a worse position than they otherwise might be. For instance, an ADVENT Captain who doesn't move can both Mark and shoot on the same turn. Closing that door and breaking LoS forces it to move if it wants to act that turn, meaning it can't do both. When things go pear shaped, risk mitigation is usually the better solution. But yeah, LoS in this game is absolute garbo sometimes.
Oof, watching you play that second mission is rough. You do understand you don't HAVE to immediately attack every enemy you see right? Run the objective, when your reaper gets revealed have him run away and reconceal, boom, take all the time you want.
The editing probably makes me look more gung-ho than I actually am haha. You do raise a good point though. I think I learned to be more stealthy as the run went on.
I have Christopher Walken in my head telling me how the skulljack has been in my family for generations, so when my father was captured, he had to hide it up his ass.
The reapers are by far my favorite of the 3 special classes from my (admittedly limited as I'm on my first WOTC run) experience. While their gun does little damage compared to other classes, they are such a boon for recon, and getting around the pods to reach timed objectives. I can take my sweet time with the other units so long as my reaper is able to scout out the other pods and take care of an objective before the timer ticks down. Their claymores and remote starts are also tactically very valuable
I can't tell you how confused I was searching through mods and seeing the wotc acronym. I kept thinking to myself, "What do wizards of the coast have to do with this? It's not dungeons and dragons."
Interesting. Thank you for the video. In a normal playthrough i struggle to make good use of both the Skirmisher and the Reaper but instead opt to use a Templar (agile Melee / Close Range Damage Dealer) and Ranger (for both scouting and damage) respectively.
With banish and disintegration you always want to have big magazine, scope and REPEATER, it gives you really high chance to destroy 4-5 enemies at one action, and AP ammo better than blue screen because it gives pure damage to all targets, not only robots
I think the only thing more cathartic than a Reaper murdering Lost, is a Sniper with Between the Eyes, going to town on a hord alone with nothing but a pistol!
Squaddie Reapers: Excellent scouts to get a good look at enemy compositions and even do a little damage to soften them up for the main attack. Colonel Reapers: TACTICAL NUKE INCOMING!!!
I'm probably late and somebody mentioned this or you know it, but regarding 14:20: The original lost targeting is I think 70% towards XCOM. Iirc there's a .ini file that can be edited to make it whatever you want. I know it's not something for a challenge run but for normal playthrough it I found it nice to set it to 50/50.
Just found your channel today, this seems great. Love XCOM 2. 1:13:25 - From my experience, this is because of something from the base game that the War of the Chosen kinda replaced, but not completely, that still sometimes happens. In the base game, If a soldier scores a kill on a mission and is never injured, they lose the trait "shaken" (Which is acquired the same way WotC negative traits are, a random chance after being badly wounded on a mission). However, since shaken means something different in WotC, this status-removing method seems to remove the new WotC status effects instead. It's weird, and there isn't much clear information on this that I could find online, but from what I can tell that's how it happens. You don't get a pop-up that it happens like you do without WotC, which makes it hard to notice. Since the mission was flawless, with no wounds, and presumably all your guys got kills, you seem to have triggered this mechanic. I don't know if it's reliable, because as I've said before, there's no pop-up, but in my experience, this at least *sometimes* happens. Also, 1:24:30 , Spectres usually move, clone, move, so I guess that's where the move, clone, shoot came from.
It took some digging, but I found another source that seems to explain things better - an article titled "XCOM 2 ANALYSIS: WAR OF THE CHOSEN'S PANIC AND PHOBIA MECHANICS". UA-cam doesn't allow links in comments, but googling that should work if you want the full thing. My theory wasn't completely right, but it was close, and the article explains why it only sometimes worked - "Unlike base-game Shaken, this is not instantly undone if they get through a single mission unharmed; first of all, you must have the Infirmary built to ever remove a Phobia. Then, you can either assign the soldier with a Phobia to its soldier slot for therapy to clean it up, or you can have them get through multiple missions unharmed at which point it will go away on its own. Specifically, their third mission without injuries has a 50% chance to cure them, their fourth mission a 75% chance, and their fifth mission a 100% chance. (I'm unsure if this is 'in a row' or 'total'. I suspect it's the latter, but haven't done adequate testing)" So that would both explain my confusion about the old method's seeming unreliability, while supporting that such a mechanic does exist. They don't seem to mention requiring your soldier to get a kill, so that appears to not be necessary any more. Hope this clears things up. Best of luck with any future runs (just watched the Skirmisher one).
@@TheDriftersBroadcast I would image so as long as you're willing to abort or suffer casualties. What would an acceptable solo mission fail rate look like? 5% 10%. Hard to say if you have only one reaper leveled-up. If aborting is ok then probably fine.
@@eschiedler Well, I think the only way you would lose the Reaper is if your concealment got blown while an alien ruler had you in line of sight. In any other scenario, you should be able to call the evac from the Skyranger and leg it out of there safely if things are looking like too much to handle. I'd honestly evac at the first sign of danger and fail the mission - those Reapers are just too valuable lol.
I think the reason why your Soldier's healed their fears and such (I don't recall the exact terminology) after killing the Hunter is maybe because you did the mission Flawlessly? Which is also the only way to remove Shellshock I believe, so that might've happened.
Thanks for the info. A couple of people have mentioned this, so I think you;re right. I do remember the devs saying something about it before the game launched, but I had totally forgotten.
Replace the reaper with a sharpshooter for the between the eyes faction order and you'll understand: you don't need an autoloader. Also, sharpshooters with the dual pistol mod...absolutely insane damage output. Put on an exmag, autoloader and repeater, pray for run and gun and rapid fire, you have fanfire, lightning hands, quickdraw and face-off...yeah that's a loooota bulletz per turn.
When you closed the door, yes they would be able to reopen it, but they would have to use an action to move to it first in order to regain line of sight. They otherwise would have been able to shoot at you without moving first. Edit: never mind. As soon as I unpaused it you got shot at through the wall.....😅
Also, my guess about 49:35 is that in terms of logic, the few civilians you saved were probably evac'd into other regions that are safe and still offering help despite what happened.
You think it's bad to have a pod spawn on the evac point in a VIP extraction mission? Looks like RNGesus has never blessed you with a Gatekeeper spawning there.
This is my first contact with your channel, it reminds me of BeagleRush’s early videos, with a streamlined video recap and play by play. Amazing. This is perfect because I don’t have the free time I had back when Beagle a switched to posting full mission footage, so I’m happy to watch condensed videos. My only thought is that an hour and a half is a long video. It’s amazing that you summarize and entire play through in such a short amount of time, but I’d be happy with the story being told in 20-30 minute episodes. This change would give your subscribers more frequent episodes, and perhaps more tension as we wait to see if you can turn things around after a setback. And it would allow people with busier schedules to tune in and out as our schedules allow. More importantly, I love the content, I’m gonna try and work through all your other videos. I’m very glad to have found your channel
Appreciate the feedback, but I'll probably leave the longer video lengths. I like having the whole story contained in one vid and people can choose to watch in smaller chunks if they wish. Always good to get people's perspectives, though.
@@TheDriftersBroadcast after watching a few more of your challenge runs, I really like that the entire story is in a single episode. If the videos were 2+hours, I might feel differently, but you do a really good job condensing the story and it’s been a wild ride watching these challenge runs. Keep putting out good content; you’ve got a good system, keep it up
Man a squad of only Reapers is like a horror story for the aliens. From their perspective, especially if the Reapers don't reveal themselves, their own troops are just dying left and right from seemingly nothing. How this doesn't cause panic I will never know.
Ork snipers
XCom2EU doesn't have a morale system for aliens is why. A shame to, since even the original UFO from 1995 had that, and so does Phoenix Point.
The reapers are playing an FPS while the aliens are playing survival horror
Brainwashing and mind control
@@Self-replicating_whatnot there kinda is, sometimes the last alien in a pod will run to reinforce another if their pod dies too fast or they get damaged
I like how those single-class runs almost force the player to take on the class's style. In the Templar video you were often saying "rend into pieces" and basically running into enemies, and as Reapers you have to be stealthy, scheming and plan ahead.
Yeah, it definitely changes the way you play. It's what makes them interesting, I think.
@@TheDriftersBroadcast How do you make the tank mod work it’s not showing up in my game?
@@FinalFantasyRainbowDash Haven't used it, so I have no idea, sorry. Maybe ask on the mod's Steam thread?
Yeah, I usually use my Reapers as scouts and throw them up on high ground and rain death and have a Skirmisher in grapple range just incase some alien gets too close.
The rest of the squad just basically lures enemies into Reaper and Sniper kill zones (especially after getting Hunters weapons). Reapers are so much fun, I might have to do a Reaper only run after this! They're my second favourite class behind Psi Ops but Psi Ops are just op so doing a run without at least 1 on my squad as an op back up will be a good time!
Reaper is a permanent fixture of my team now, what with their ability to see the bad guys coming without risk of activating anything they don't want to, and a plethora of tools to softern the fuckers up. High level reaper usually sits in stealth for the entirety of the mission, ever ready to make sure that enemy has as awful a time engaging the rest of my squad as possible. Hell, i even strive to get an extra reaper if i can so i have one for the B-team too.
I loved how the Assassin kept spouting insults as Haunt killed her for good wish Banish. Seriously an line for every single shot of Banish.
*Bang*
"YOU WILL PAY DEARLY FOR YOUR PART IN-"
*Bang*
"Ah! Proving your worth to your ne-"
*Bang*
"You will find no refuge in the shad-"
*Bang*
"You will face me reaper I will not allo-"
*Bang*
Assassin dies.
"SORRY I DIDN'T CATCH THAT."
*Bang*
44:58 Central says " we weren't expecting to sneak into here" while the entire squad remains in concealment for the whole first floor
Reapers don't follow the rules. Rules are for normies.
Its funny because the Hunter is very likely to have been a captured and mutated Reaper agent himself; him not attacking was possibly him showing loyalty to his brothers and sisters.
"We are Advent, We Are Millions. How many are you?"
"We're four Reapers and a dog"
"You Would Presume to stop us with 4 Reapers"
"We could kill you with 1 Reaper"
"We are millions."
"Yes, we know. It's not a fair fight. You should have brought more men."
@@TheDriftersBroadcast ua-cam.com/video/VmMxz4cMKuc/v-deo.html
This is not war, this is PEST CONTROL!
"It is not an ambush, it is pest control"
Advent is superior to reapers in only one aspect.
They are better at dieing!
Re: that unique warlock dialogue at 33min, the first time I ever faced the hunter, I had a templar who could switch places with enemy units. I did this to put the hunter right into my group's firing line. He immediately said: "...that was a nice trick" which I thought was hilarious and awesome. He didn't get to fire a shot that map.
That sounds awesome haha. I love when those unexpected moments just pop up to make an otherwise ordinary battle memorable.
The warlock also gets pissed if you kill an enemy with another chosen weapon.
@@hipponln5190 Yeah, I'm pretty sure he's done that to me. Not like it stopped me haha.
I once had the Assassin in a mission, and was kind of bracing for her first strike. While camping, I was spotted by a patrol, and I was forced to deploy to a more agressive formation to fight back. My first move towards the enemy revealed the Assassin sitting about five tiles away from one of my soldiers! Since she was right in front of a very tight formation, I was able to destroy her rather swiftly, giving her no chance at retaliation.
I'm still scared of the aassassin tho.
Hunter is my favorite Chosen. They are all gonna die, but listening to Warlock's zealous ranting or Assassin's waxing philosophical just makes fighting them that much more irritating. Hunter boi however knows what he's about, and he seems to be the only one having fun.
Commander:"welcome back soldier! I heard you brought the skulljack back in one piece, how the hell did you manage that."?
Ghost: ...
He's a loyal man, that Ghost!
34:00 Think of it...the Warlock, known to be the greatest psionic leader, vs a bunch of invisible enemies. Wouldn't you want to flee as well.
That pod went "Aww no, screw this" and bolted
55:35 Look up the mod "Sensible Mission penalties" made by Anisotropic. i had the same issue as you, not liking that i lost contact with a region because i opted not to go for an arguably optional mission. The mod makes it so that you don't loose contact with a region just because you didn't want to get some supplies from a train you never asked them to crash or something like that.
it also makes it so that dark events are not instantly applies if you fail a guerilla op, it'll just come in at the same time as the others.
Yeah, the mod is a staple for any modded campaigns I do. But for these challenge runs, I'm trying to keep things as close to vanilla as possible (gameplay wise), to make the challenge more authentic.
@@TheDriftersBroadcast that's fair.
1:13:38 I think the reason is that if you take soldiers that have negative traits, and bring them onto missions, if the mission is a flawless one the negative trait is removed.
1:13:34 hunter:”try that again, I dare you!” Reaper: *blows off hunters head*
imagine the elders being like "what do you mean men are dying with no explanation?!!!"
and the speaker being like "I don't know what to tell you"
Imagine being so well trained in the art of stealth that literally exploding a car STILL keeps you hidden
Have you seen the instability of alien tech? Maybe that just happens
To be fair, I'm pretty sure that if a car explodes literally half a meter away from you, you'd also have trouble spotting from which direction the shot came from, given, of course, that you survive the explosion to even begin contemplating its cause.
"Outrider" was such a badass.
Her last name even fits the weapons the reapers use.
She is very cool. Plus she's never thrown a grenade into my squad, unlike Mox haha.
If you're not aware, Dragunov is the "default" reaper that you get on every XCOM 2 playthrough, so her name being a reference to a sniper rifle is definitely intentional.
- Remote starts a car blowing it up.
- A civilian was hiding next to it.
- That civilian was a faceless.
Central: How'd you know it was a faceless? Wait you knew it was a faceless right?
"Of course we knew, Bradford. Of course. Ehehehe..."
“Well, it smelled like my ex-wife.”
Prediction:
Last time: Can you beat xcom 2 activating every enemy on the map at the same time?
This time: Can you beat xcom 2 without activating any enemies?
Basically I think it will be a cakewalk most of the time.
You were pretty spot on. Reapers are just too powerful haha.
@@axiomunbroken8495 I did that though pods one and two were a non issue (besides one of the codexs I skulljacked the other one) the reinforcements weren’t a problem either it was the pod with a gatekeeper and two codexs that was the issue codexs kept cloning and the gatekeeper manage to hit everyone with an AOE attack fortunately my squadie sharpshooter hit the two shots I needed him to so alls well that ends well
This reminded me of when I did the Avenger defence in one turn.
Shadow Reaper with a +4 (integrated warfare) speed PCS ran forward with one movement, spotted the Beacon.
Squadsight snipers and defence turrets shoot it.
Reaper runs back with second movement point
All evac.
20:32 I see your setup there and I raise you: Gunslinger Sharpshooter in Icarus Armour, Pistol bonus perks, Death From Above, and the Between The Eyes resistance order.
27 lost in the mission, and 23 fell at the hands of one of my sharpshooters in a single turn.
There needs to be a mod that lets you use fallen allies’ items, like the med kit. It’s a med kit, just lying there; how can you not use it?
That would be a good idea. Would make it much easier to avoid losing unique items like the frost bomb, too.
Yeah that would sound nice. But X-con is meant to be brutally unforgiving. If they did implement something like that a good counter to completely scavenging would make xeno medkits be worse due to different biological needs and functions.
@@Wormy_fren maybe they would be worse except for skirmishes who gain bonus healing(or more likely just normal amount) due to having alien DNA
@@pickybusiness8549 That sounds like great attention to detail. And it'd make skirmishers more enticing to pick up.
I think you were able to do this in the original X-COM
The ADVENT troops on the ambush mission dropping like "Ok... Where XCOM tho?"
They probably got eaten by lost while trying to find us. :D
That beginning, getting revealed by a random ass pedestrian into a pod activation into a restart.
I felt that.
Love how the Hunter uses Ghost as bait but proceeds to screw around building to building. I think he's secretly an XCOM double agent.
I hadn't thought about this, but it's a good theory. I kind of feel bad for wasting him now LOL.
One thing about reapers is just how scarily devastating they get against boss aliens, killed the viper king in a single turn with 3 shrapnel claymores and remote start during a alien facility mission
Considering my campaign's reaper once took out every pod on a map with the biggest Remote Start chain reaction you've ever seen within the first turn... I think you'll manage to squeak by with this challenge. Just barely, y'know.
Aliens: "Where do you want these crates of explosives?"
"Just stick by the fuel truck we keep next to the campfire."
Advent: Man, I sure hope this is an easy conquest!
Reapers: *WELCOME TO THE RICE FIELDS MOTHERF****R*
49:00 I think those 9 Supplies are permant increase, so if you recapture the region you get that 9 supplies.
Or Xcom is weird again.
Still doesn't make sense from a logical perspective, but I'll go with it lol.
My thought was "I'm gonna pay you 9 supplies to fuck off"
I believe you're getting the supply increase from saving the 2 civilians in the mission.
The first two of these runs are the first time I saw the Hunter do anything. I finished the game two days ago for the first time and encountered the Hunter only 3 times.
1. He runs out of a building I stood in front of and takes cover within range of my entire team. He got turned into swiss cheese.
2. He hookshot'd into range and my sniper, coincidentally on overwatch, takes a shot. Repeater trigger, execute. I laughed so hard.
3. In his fortress. He doesn't really have a good place to stand in his own arena and my entire team had actions left when he appeared. Destroyed tge obelisk before hw could regenerate. Killed him for the last time when he reappeared
Honestly, of the three factions, Reapers have always been the most powerful in my runs.
I've always fielded at least one Reaper in every mission I could for use as a scouting unit (seeing pods without activating them is a blessing) along with an occasional Remote Start or Banish (to which many a sectopod had fallen).
Now I tend to take my Xcom runs a lot slower than you do, so I got to do many covert ops and get 2 very good resistance orders from the Reapers: one to enter every mission concealed (yes, that's rather pointless on all Reaper squad, but for me with only 2 Reapers in the roster, it was a lifesaver); another to stop the mission timer until the concealment is broken.
I believe that last one would make your run soo much easier, for me it sure did, allowing to position my troops on devastatingly good positions before engaging and absolutely steamrolling Advent.
But well, what do I know. I could always field 2 snipers on any given mission.
Oh yeah, having the turn timer stopped would have been really useful on this one. But not to be, sadly.
Just found your channel, love the content! Not enough XCOM bros out there
Cheers! You can never have too many XCOM bros. :)
There needs to be more xcom bros
Christopher Odd is always another great xcom bro. He is showing right now how much fun mechs can be
@@Ironica82 agree they both do really good
It's great to see your excitement about 4k views, when two years later this video has 294k views. Congrats on the growth of the channel!
These are actually way more interesting than I thought they would be. You've convinced me to try one myself as the reapers are my favorite faction. Pretty good idea
Excellent to hear. Good luck with the run!
hows irt going
Reaper is my favorite class, I really like how they work and story wise
I love their aesthetic. My favourite of any class in the game. I probably should have mentioned that in the video haha.
I had one playthrough where I was constantly giving my first extra movement. He could reveal the whole map undetected. Very much my favorite class.
@@jaye1967 That's a really good strategy. I may have to adopt it in the future!
I like to point out that the Advent Facilities are a complete joke to the Reapers. With normal units along with the Skirmishers and Templars you would have to go in there with a plan and hope for the best. With Reapers you can just go straight to the place to plant the C4's, Call in the Skyranger, and leave before Advent knew what hit them.
I've just bought and barely started WOTC, rescued Mox and used him a bit, and have yet to meet the templars I believe, but damn are the Reapers so fun. In any stealth game I play, pseudo-stealth in which I can just run around and kill people without being detected is normally my go to, and the Reapers perfectly fit that. In just over 3 hours of play time, the Reaper from the story has surpassed the rest of my troops simply because she hardly ever gets injured and is usually the one to finish off enemies. The increase to movement speed while concealed, the chance to stay concealed and the fact they can enter concealment willingly twice make this easily my favorite class.
Eagerly anticipating the skirmisher run. I imagine they'll tear through the game.
It'll be up in less than 48 hours. :D
They're considered the most underwhelming heroes, so there might be some strife. The fun kind though.
@@xtxownage yea, but compared to the templar and reapers, they certainly have a better "all squad" lineup. They're just the most versatile of the three hero classes
@@xtxownage It's funny, I've seen a lot of people say they don't like Skirmishers, but I love them. They can shoot twice if they don't move, the grapple early game is amazing though it loses its advantage somewhat once you can build spider armor, and with certain Xcom skills they are bonkers. I would think an all Skirmisher squad all loaded with repeaters would result in a lot of instant deaths, lol.
*doom music intensifies*
For the spectre at the end I'm guessing using shadowbound only uses 1 action point so normally they run but the mimic beacon caused it to use its second ap to attack rather than move
I'm thinking you're probably right.
With the stealth thing I had to download a mod to turn the thing off that makes enemies slowly move towards you because going in and out is fun imo.
For sure. It's a very annoying mechanic.
Prediction:
The run will mostly be a cakewalk, but since you do have a limited amount of claymores and banishes, I worry that particularly long missions might force you into a firefight or two, and reapers arent ideal for that.
The first time I ever fought the assassin, during the story mission, she was vulnerable to explosives too. And I had a decent grenadier. And she made the mistake of getting herself revealed by my scouting ranger on the upper floor of a building. So I put outrider's claymore on her, got the ranger out of the way, and hit her and the claymore with the grenadier. One shot her before I could even see any of her attacks besides her basic sword strike.
It wasn't even the first time I stomped a boss on the first encounter. Back in my first ever playthrough, my brother picked up Alien Hunters on the same PS4 and I didn't feel like abandoning the existing campaign, so I first encountered the rulers when I had a squad of colonels with tier 3 tech.
Stasis from the psi-op, 2 frost bombs on the grenadier. Using the stasis to set up and the frost bombs to hold it for 4 actions, the viper king fell on the first encounter. Added the viper suit to the plan, killed the berserker queen on the first encounter too. Couldn''t make it 3 for 3 though, the archon king took 2 encounters.
Reapers are my favorite unit in the game, the incredible movement range with stealth is just a chef's kiss of satisfaction. OP as hell if you get some good buffs.
Yeah, they're definitely the most powerful by the late game. Plus I love their cool trench coats haha.
"Saving civilians doesn't blow concealment."
Faceless: "Bonjour."
Had my ranger lose her concealment once because out of all civvies, I just happen to approach a faceless. XD
My greatest single round of combat involved banished and a few active pods, and a high level sniper with high advantage, extended mags, and auto reloads. Took out 21+ units in a single turn.
one time I was playing xcom 2, and I was fighting the viper king and he managed to get burned, and that meant that he took damage every time he did his ruler reaction
That's amazing. I remember one time against the Berserker Queen I used an acid bomb and made all the tiles around her acid. She refused to move and just stood there, letting me take her out. I'm not sure if Firaxis patched out that behaviour later on or not, but it was pretty great.
I had a game where the alien ruler didn't trigger, but the lost did, and my reaper was stealthed so I just watched as the Lost 100-0'd the ruler because he wasn't active
@@amateurishauthor2202 That's beautiful. I want that to happen in my game haha.
@@TheDriftersBroadcast During the Tactical Legacy Pack, a sectopod T-bagged me before killing the VIP.
Last action of the turn, move VIP up, reveal sectopod at the edge of vision. Sectopod does melee aoe attack (none of my soldiers are anywhere near that) and then shoots the VIP once (who is in full cover) and kills him. ending the mission then and there. It remains the absolute best X-com 2 moment
@@amateurishauthor2202 LOL. I love it!
i can tell a lot of work goes into the whole editing process for these videos and im really enjoying binging them
Awesome run, these videos are so fun to watch.
One tip with Purifiers: they normally have a 50% chance to explode on death, but they're guaranteed to blow up if you kill them with explosives.
I didn't realise the grenade thing. It makes sense that it would work that way. Thanks for the tip.
I finally got around to playing xcom 2 as my first xcom game and your silly runs have taught me alot about the game
Reapers you say? Hell, cowboy, we gotta train more of these guys, they're seriously badass!
It would be much easier if we could train them lol.
@@TheDriftersBroadcast Just gotta build a tech lab attachment for your barracks.
A man of culture I see
i recognized the line immediately, but could place my finger for a good solid minute on where it came from
had a good laugh when for a moment i pictured bradford spouting that line before i remembered that swan says that in starcraft 2.
Once shot 4 pods - to trigger them. They all stacked ontop of each other - and 2 claymores were enough to finish them of. Even have a video of it.
As a long fan of xcom 2 who was late to the party, I am very much enjoying more content of my favorite game. I will watch your journey with great interest^^
Appreciate the support. :)
I havent thought of doing this kind of playthrough... THIS makes for a really good campaign IMO.... will do my own "Use Only " playthrough....
Let us know how it goes. :D
criminally underrated. looking forward to seeing this channel grow
Thanks for the kind words. :)
56:00 I always interpreted it as the Resistance getting pissed off and leaving. You fail/skip the mission and they think of you as lazy/worthless bums, sitting around on your fancy ship while they do the REAL work.
Ngl. This episode has been my favorite since reapers are my favorite hero class from a lore and design perspective. These guys are badass
4000 views - Great to see you are collecting even more since that statement - I'm basically a new player to (Modern) XCOM and hadn't played since the 90's version. Enjoying your stuff. Thanks
The negative traits can get removed from going on personally flawless missions and they even have a chance to become positive traits like fear of mecs into hunter of mecs and so on. By personally flawless i mean that the soldier in question has to be flawless not the entire squad
I had no idea this was a thing. Thanks so much for the info. Does flawless mean taking no damage/attacks and missing no attacks themselves?
@@TheDriftersBroadcast from my experience it's only happened when they don't miss or take hits but it's possibly worth looking further into it as it could just be avoiding damage like the squad rating. It's an rng chance as to whether the traits change or not though even if you are flawless with them
I didn't know that either. Thanks for the info.
That sounds like a mod feature
@@TheDriftersBroadcast you can miss shots, flawless just means you have to kill everyone and not get hit
Great idea for a series. This is the first one I've watched but I'm definitely going back and watching the rest.
one time i used a banish to kill 6 robotic enemies, one of which was a full health sectopod.
a full team of reapers with banish is unbeatable
These videos are so great man, hard to believe you don’t have more subscribers, really enjoyable longform content!!
Cheers for the kind words. Glad you like the vids. :)
I am really enjoying your videos! Your laid back humor and ducet narration make these videos a joy to listen to. I am looking forward your future work!
Thanks so much! Plenty more on the way.
Jumped in my Reccomended and gotta admit prolly one of the most enjoyable XCom2 Videos ive seen on the whole Plattform.
Keep up the good work mate!
PS: im off to watching the templar one now :D
Found your channel a few days ago. Glad you love the Newfoundland map type! It’s much more beautiful in person and there’s 100% less advent here!
Yeah, it seems like a lovely part of the world. Maybe I'll make it there one day!
@@TheDriftersBroadcast if you do, I’d recommend going on a few hikes if that’s your thing! Tablelands are a great place during the summer
@@avoncalling9703 I've just started mountain biking as of a few weeks ago, so hiking sounds awesome too. :D
1:08:05 Ghost had to hide the skulljack... and hes just looking down... distraught... poor bastard. Good work keeping it safe.
LOL yeah, I considered doing a close up of his face at that point, but figured he had been through enough already. Like, dude, we can easily just build another one. He's a truly dedicated soldier.
You should give yourself more credit with the door closing thing. Breaking LoS forces the enemy to either push up (and potentially overextend), and leaving them in a worse position than they otherwise might be.
For instance, an ADVENT Captain who doesn't move can both Mark and shoot on the same turn. Closing that door and breaking LoS forces it to move if it wants to act that turn, meaning it can't do both.
When things go pear shaped, risk mitigation is usually the better solution. But yeah, LoS in this game is absolute garbo sometimes.
You're right on all points, I reckon.
Great video! Watching your content makes me want to keep playing Xcom and to try different strategies
You should definitely do it! :D
Oof, watching you play that second mission is rough. You do understand you don't HAVE to immediately attack every enemy you see right? Run the objective, when your reaper gets revealed have him run away and reconceal, boom, take all the time you want.
The editing probably makes me look more gung-ho than I actually am haha. You do raise a good point though. I think I learned to be more stealthy as the run went on.
honestly i loved using reapers in my first 2 play throughs i saw this went...
"wait... this is a... 'challenge'? huh.."
I’d suggest beating xcom 2 with only grenadiers. My favorite class has some limitations but is very fun to use
It's in the works, so stay tuned. :)
I have Christopher Walken in my head telling me how the skulljack has been in my family for generations, so when my father was captured, he had to hide it up his ass.
LMAO. I'm glad I could help with that! :D
Upvoted for Tarantino movie reference.
The reapers are by far my favorite of the 3 special classes from my (admittedly limited as I'm on my first WOTC run) experience. While their gun does little damage compared to other classes, they are such a boon for recon, and getting around the pods to reach timed objectives. I can take my sweet time with the other units so long as my reaper is able to scout out the other pods and take care of an objective before the timer ticks down. Their claymores and remote starts are also tactically very valuable
Me playing WotC: Reapers need nerfed.
Me playing LWotC: Gimme back my OP Reapers.
I can't tell you how confused I was searching through mods and seeing the wotc acronym. I kept thinking to myself, "What do wizards of the coast have to do with this? It's not dungeons and dragons."
Interesting. Thank you for the video.
In a normal playthrough i struggle to make good use of both the Skirmisher and the Reaper
but instead opt to use a Templar (agile Melee / Close Range Damage Dealer) and Ranger (for both scouting and damage) respectively.
Intro says he was happy to have 4K views on his Templar video, man’s has grown and I’m happy for him
Ayyy! The Reaper video's up! Just watched the Templar video and was really looking forward to this one!
Hope you enjoy it!
With banish and disintegration you always want to have big magazine, scope and REPEATER, it gives you really high chance to destroy 4-5 enemies at one action, and AP ammo better than blue screen because it gives pure damage to all targets, not only robots
They're some good points. Combo of bluescreen rounds and AP rounds on different troops would have made the squad even more stupidly powerful haha.
Man I hope they expand on stealth in xcom 3. Reapers were just so much fun.
I think the only thing more cathartic than a Reaper murdering Lost, is a Sniper with Between the Eyes, going to town on a hord alone with nothing but a pistol!
A proper gunslinger! I'll be streaming sharpshooters only on Twitch pretty soon, so hopefully we will get to try that out!
Squaddie Reapers: Excellent scouts to get a good look at enemy compositions and even do a little damage to soften them up for the main attack.
Colonel Reapers: TACTICAL NUKE INCOMING!!!
Imagine how scared an ADVENT grunt must be seeing a squad of Reaper colonels charging towards them LOL.
@@TheDriftersBroadcast the scariest part is that you DONT see them
@@walkerberndt4672 Lmao that's a good point!
Colonel Reapers: Now I Am Become Death, Destroyer Of Worlds
This made me appreciate the reapers a lot more I usually don't use them but I see I was just not using them right
I'm probably late and somebody mentioned this or you know it, but regarding 14:20: The original lost targeting is I think 70% towards XCOM. Iirc there's a .ini file that can be edited to make it whatever you want. I know it's not something for a challenge run but for normal playthrough it I found it nice to set it to 50/50.
Yeah, I normally use the 50/50 mod when I'm not doing challenge runs. Makes fighting the lost feel far less cheap.
Only played XCOM 2 plain vanilla and I'm a huge Mass Effect fan, so this wasn't what I was expecting, but it was still pretty entertaining.
A "Harbinger only run" would be something to see haha.
1:05:04 - Lol, Bradford my man. XD
Just came across this in my recommendations. Awesome video! Keep making this amazing content
Thanks! Glad you're enjoying it.
Just found your channel today, this seems great. Love XCOM 2.
1:13:25 - From my experience, this is because of something from the base game that the War of the Chosen kinda replaced, but not completely, that still sometimes happens. In the base game, If a soldier scores a kill on a mission and is never injured, they lose the trait "shaken" (Which is acquired the same way WotC negative traits are, a random chance after being badly wounded on a mission).
However, since shaken means something different in WotC, this status-removing method seems to remove the new WotC status effects instead. It's weird, and there isn't much clear information on this that I could find online, but from what I can tell that's how it happens. You don't get a pop-up that it happens like you do without WotC, which makes it hard to notice.
Since the mission was flawless, with no wounds, and presumably all your guys got kills, you seem to have triggered this mechanic. I don't know if it's reliable, because as I've said before, there's no pop-up, but in my experience, this at least *sometimes* happens.
Also, 1:24:30 , Spectres usually move, clone, move, so I guess that's where the move, clone, shoot came from.
That's actually really useful info. Cheers.
It took some digging, but I found another source that seems to explain things better - an article titled "XCOM 2 ANALYSIS: WAR OF THE CHOSEN'S PANIC AND PHOBIA MECHANICS". UA-cam doesn't allow links in comments, but googling that should work if you want the full thing.
My theory wasn't completely right, but it was close, and the article explains why it only sometimes worked -
"Unlike base-game Shaken, this is not instantly undone if they get through a single mission unharmed; first of all, you must have the Infirmary built to ever remove a Phobia. Then, you can either assign the soldier with a Phobia to its soldier slot for therapy to clean it up, or you can have them get through multiple missions unharmed at which point it will go away on its own. Specifically, their third mission without injuries has a 50% chance to cure them, their fourth mission a 75% chance, and their fifth mission a 100% chance. (I'm unsure if this is 'in a row' or 'total'. I suspect it's the latter, but haven't done adequate testing)"
So that would both explain my confusion about the old method's seeming unreliability, while supporting that such a mechanic does exist. They don't seem to mention requiring your soldier to get a kill, so that appears to not be necessary any more.
Hope this clears things up. Best of luck with any future runs (just watched the Skirmisher one).
@@jvteam3095 Thanks, bud. I was able to find the article.
its amazing that this guy was happy with 4k views and now this video has 240k~
These challenges are pure Quality and Honesty. 👍👍👏👏👏
Great challenge run fun. The creative play to run a solo sabotage mission was quite a surprise.
Thanks so much. I'm thinking solo reaper sabotage missions could be good for regular campaigns too, just to help manage will loss.
@@TheDriftersBroadcast I would image so as long as you're willing to abort or suffer casualties. What would an acceptable solo mission fail rate look like? 5% 10%. Hard to say if you have only one reaper leveled-up. If aborting is ok then probably fine.
@@eschiedler Well, I think the only way you would lose the Reaper is if your concealment got blown while an alien ruler had you in line of sight. In any other scenario, you should be able to call the evac from the Skyranger and leg it out of there safely if things are looking like too much to handle. I'd honestly evac at the first sign of danger and fail the mission - those Reapers are just too valuable lol.
@@TheDriftersBroadcast Interesting. Good RNG luck!
I think the reason why your Soldier's healed their fears and such (I don't recall the exact terminology) after killing the Hunter is maybe because you did the mission Flawlessly? Which is also the only way to remove Shellshock I believe, so that might've happened.
Thanks for the info. A couple of people have mentioned this, so I think you;re right. I do remember the devs saying something about it before the game launched, but I had totally forgotten.
Replace the reaper with a sharpshooter for the between the eyes faction order and you'll understand: you don't need an autoloader.
Also, sharpshooters with the dual pistol mod...absolutely insane damage output. Put on an exmag, autoloader and repeater, pray for run and gun and rapid fire, you have fanfire, lightning hands, quickdraw and face-off...yeah that's a loooota bulletz per turn.
When you closed the door, yes they would be able to reopen it, but they would have to use an action to move to it first in order to regain line of sight. They otherwise would have been able to shoot at you without moving first.
Edit: never mind. As soon as I unpaused it you got shot at through the wall.....😅
You are making me rethink the way to play xcom
So entertaining and satisfying to watch! Thank you.
Also, my guess about 49:35 is that in terms of logic, the few civilians you saved were probably evac'd into other regions that are safe and still offering help despite what happened.
For it being a 50/50 chance I don’t think I’ve ever had a reaper NOT reveal from shooting.
Seems to be more like 80/20 for me haha.
To quote a Turian Councilor from a funny space game…
“Ah yes! Reapers!”
You think it's bad to have a pod spawn on the evac point in a VIP extraction mission?
Looks like RNGesus has never blessed you with a Gatekeeper spawning there.
Honestly I’m surprised you don’t have more subscribers I stumbled apon your channel and I love the way you do your videos
Thanks. :)
Men, I really enjoy this type of videos, keep it on, you're fantastic!
You're too kind. Thanks!
This is my first contact with your channel, it reminds me of BeagleRush’s early videos, with a streamlined video recap and play by play. Amazing. This is perfect because I don’t have the free time I had back when Beagle a switched to posting full mission footage, so I’m happy to watch condensed videos.
My only thought is that an hour and a half is a long video. It’s amazing that you summarize and entire play through in such a short amount of time, but I’d be happy with the story being told in 20-30 minute episodes.
This change would give your subscribers more frequent episodes, and perhaps more tension as we wait to see if you can turn things around after a setback. And it would allow people with busier schedules to tune in and out as our schedules allow.
More importantly, I love the content, I’m gonna try and work through all your other videos. I’m very glad to have found your channel
Appreciate the feedback, but I'll probably leave the longer video lengths. I like having the whole story contained in one vid and people can choose to watch in smaller chunks if they wish. Always good to get people's perspectives, though.
@@TheDriftersBroadcast after watching a few more of your challenge runs, I really like that the entire story is in a single episode. If the videos were 2+hours, I might feel differently, but you do a really good job condensing the story and it’s been a wild ride watching these challenge runs. Keep putting out good content; you’ve got a good system, keep it up
Banish sounds kinda OP ngl
*I say as I witness a reaper demolish 2 sectopods with one turn, and generally just become a goddess*