Sure, it took a while to complete "The Hunt," but the game play feels smoother and I like that companions play a more prominent role. I must say the extra stats (awareness, accuracy, for example) feel like overkill. With time I will probably get used to them...
Thoughts?
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Comments
> Sure, it took a while to complete "The Hunt," but the game play feels smoother and I like that companions play a more prominent role. I must say the extra stats (awareness, accuracy, for example) feel like overkill. With time I will probably get used to them...
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> Thoughts?
I will disagree with your companions play a more prominent role as they are still broke right now other than augments. Healer comps sont heal, and the others dont do anything worth it to use them as summoned pets.
With that said, I find the Augment works much better when I'm scaled in dungeons; it helps ensure that I get the required stats for that dungeon vs. using a companion.
I do also have to state that builds don't matter. On purpose I created a build that simply was worthless and the end result was my damage was still good, not horrible and not great but good. It was a bit lower than an optimal build but it wasn't like the old builds where you would do say 25-50% of the damage of an optimal build. It is probably in the realm of 75-80% of an optimal build. The devs goal to simplify the game worked and it made even bad builds usable.
This update has so many bugs that what we have right now should of been what the alpha testers got, not the 4/22 PC release, not what was originally placed on preview or what was tested by the Alpha testers. Considering the game is 6 years old, mod 16 should not feel like an alpha test but that is how it feels do to all the bugs that make many companiosn worthless, makes randiants the only needed enchantments, etc... this mod still requires fixes and I believe some will come with mod 17.