A Review of Orcs Must Die! 3

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  • Опубліковано 28 лис 2024

КОМЕНТАРІ • 10

  • @MotoManDan1
    @MotoManDan1 2 роки тому +4

    Fun story, when lasers came out in drastic steps on stadia they were 25 dps and 650. Upon steam launch they became 850 and 19 dps. After sand dlc they moved back up to 25 dps

    • @kaldini
      @kaldini  2 роки тому +1

      Interesting, I jumped in once it became available on playstation. Do you think the move back up to 25 dps was good or bad personally?

    • @MotoManDan1
      @MotoManDan1 2 роки тому +1

      @@kaldini tbh, I didn't notice till looking at files

  • @Bustah
    @Bustah 2 роки тому +1

    very comprehensive, thanks for the review!

    • @kaldini
      @kaldini  2 роки тому

      Thanks for watching. Appreciate it.

  • @brunocar02
    @brunocar02 2 роки тому +1

    Great review and I agree with most of your points regarding balancing, tho the issue with fliers and archers in this game is that archers are just sorta buggy with regards to archers, their targeting is unreliable at certain angles, in previous games archers would deal with them much better, the balancing itself is fine, its just buggy, as for the stone staff, its in general a very broken weapon, the debuff it applies is very powerful and essentially the same as frozen but can also stack with it and no enemy is immune to it.
    Still do, great video! will send it to others to recommend this game.

    • @kaldini
      @kaldini  2 роки тому

      I agree with everything you said, especially the stone staff parts. With my coop partner and I, it essentially became mandatory even on non-flyer maps because of how useful it was in every situation. In the video I almost brought up the idea that if Robot does another expansion it should be with an enemy type that is immune just to have to shake things up.

    • @brunocar02
      @brunocar02 2 роки тому +1

      @@kaldini the issue isnt just the stone staff itself, it was pretty powerful in OMD2, even did more base damage, but nowhere near as powerful as here, the reason is that in that game you had other options to stop enemies dead on their tracks, in OMD3 ice weapons are nowhere near as good and traps are mostly meh besides the ripsaw.
      But the real big issue is how OMD3 handles status effects, unlike in 1 and 2, they stack, so you can have an enemy that has multiple damage multipliers applied to them at once, and it so happens that the stone staff is the only reliable way of applying one of the best debuffs in the game.
      Adding immune enemies is kind of a cheap design in my opinion, thats what OMD2's final DLC did to curb the abuse of frozen status, its what OMD3's base game did with fire fiends to curb the abuse of fire traps and every time it just sorta shifted the meta to some other sort of cheese, like arcane brimstones or ripsaws.
      I dont know how to fix this but i think immunes isnt the way.

    • @kaldini
      @kaldini  2 роки тому

      @@brunocar02 Very thoughtful reply! Yeah I'm not really sure either. Maybe something like reducing the length of time stoned or that stone itself is kind of a unique status that cancels out any other statuses? Or maybe enemies take slightly reduced damage while stoned to offset its power?

    • @brunocar02
      @brunocar02 2 роки тому +1

      @@kaldini Actually, thats what stone did in OMD2, it cancelled out fire, ice or acid status effects, and FYI, its has a damage multiplier in 2 and 3, which is insane when in 3 it can stack, so both of your solutions would work.