NovaDragon wrote:in terms of difficulty it was certianlly enough to keep someone on there toes and itching for health but not impossible. I liked the use of civilians as they can also be used as a meat sheild.
Maybe I'm just not as good of a player, but I found it rather difficult, even on the second-lowest difficulty setting. The archers were especially problematic since they have a fast projectile, and trying to dodge would invariably have me bumping into the civilians (which I felt were out of place; they just wander around aimlessly despite a horde of monsters coming in to kill them/me), and I get the brunt of the attack. The civilians would also get in the way when trying to fire back. I was constantly scrimping for ammo until I got the first powerup for the mult-wand.
The one thing that just got annoying was the first cutscene. Its good and all but when you die you have to listen to it all over again.
The cutscenes in general felt rather slow. Maybe adding more text per message would've helped, but it took seconds to read a single sentence.
no damn archer needs to be 3 times the speed of an archvile. This is all the new enemies that have that and it makes the deathknight fight just shy of impossible as it keeps near you and its attakcs are very fast to begin with.
The speed of the archers themselves I felt was fine, although their projectiles were a little too fast. I didn't have a problem keeping my distance, though I had issues firing back until most of the civilians were killed. The speed of the deathknight was a problem, though, especially since you couldn't damage it half the time.
The other thing is the multiwand. I can understand that its normal damage is low till you find the gems. The only problem is that the gems are seriously misbalanced. The green gem is good for making enemies flinch and thats about it, its damage is unoticable. The red gem doesnt seem much more powerful than the normal fire. The blue gem was rediculous as thats all you need to brutalize any enemy. You dont even have to be near them with the aim as radius damage takes care of that in itself. It makes the gems to far unbalanced from eachother.
I found the multi-wand relatively good. The initial stage was completely useless, though, as I couldn't even reasonably take down imps or golems with it (very slow and almost no damage). But once I got the red gem, I could take them down in a hit or two.. it made the weapon much more effective. The blue gem was even better since it didn't bounce and did freeze damage. The green gem I found to be edging back towards useless, since it just had a slower rate of damage (despite the faster attack rate) than the previous two attack modes and I quickly ran out of ammo for it.
All-in-all, it wasn't bad, though it felt lacking and seemed a little unbalanced in parts.