

There's also a *sweet* artifact bow on The Prophet that you can get if you sacrifice a turn or two to take them down first. And there's always an option of sacrificing someone by leaving them behind to tie enemies with fighting while faster members flee, heart-wrenching, but adds to the drama of the story. The escape sequences are hectic and require players to prioritize differently, enemies are wary of walking into guarded areas, hunters can take potshots, but the priority is to, well, run. The choice is quite important and comes up later, I'll leave it at that in case you'd be willing to give the campaign another go after all. Originally posted by DNLH:Can't really tell you anything aside of I didn't mind it that much, as expected, it was a trap, it's not the first time that heroes have to flee, it's not the first time even in this campaign that it happens. A trust has been broken between player and DM and is really sucks cause I really liked the game. I really liked some of my character, and the story they have gone through, and to see them thrown down the drain with no agency really hurt. I played through this campaign twice already, and I am not sure if I can go through it again. From a game play perspective I can't really image worst choice you can make. So the entire thing is just dragging my slow warriors getting hit from all angles and their turn taking 2 mins until i am dead. Also there was no hint that this mission would be an escape mission, so you don't know to prepare differently or spec differently for it.

No choice there impacted what I cared about and work towards then ending to achieve which is more peace for my land, and a happiness of my characters.Īlso you realise your game design does not really handle escape sequences really well right? If is fundamentally different game play style from you core game loop, so not only are our characters not spec for the task, player are less familiar with game play. At the climax of the chapter, you force the player to make a choice that is completely unrelated to central narrative of the game we just played though. This is literately Mass Effect 3 ending choices all over again. TPK again, wasting another 5 hours of my life. I thought might have made the wrong choice and a more interesting outcome would be if one person took up the offer (perhaps sacrificing herself to land a fatal blow on the Deep King.) Nope, a big ♥♥♥♥ you, now you get to play the same unsatisfactory escape sequence again, but missing my best fighter. So i played the mission again and got there 5 hours later. I am a set in stone player, so I got there once, refused his offer, and died on the escape, because i was so baffled by the abrupt story turn, I did not realise i had to escape until it was too late. There was no option to attack the deepking, wounding him leading to the escape sequence, we just let him walk away, and then start running. And when we got there, we were given neither options. The entire premise of the mission was we are going to parley with the Deep King, possibly peace offer, possibly assassination. But seriously who wrote the deepking's offer? What were you thinking? Everything about the game has been wonderful so far.
