>>14098405
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>>absolutely no elaborate creature interactions with each other (…)
Part of the design philosophy, although I understand its unpopular. Basically, the idea was that people would only get annoyed over constantly having to babysit the equivalents of spiders and flies in order to keep them from raping each other; also part of the RTS shift.
>Elite Creatures suck and are uninteresting
Which Elite creatures? Titans? Vampires?
>The Succubus Design sucks
Why? I'm still thankful that they didn't give her "I hate you dad" teenie hair one user suggested.
>Their money was spent on the voice of the Mary Sue who betrays you later in the campaign, because of muh subversion, even though their money should have been spent on an experienced level designers, who would have made the campaign levels interesting
Their money (I think 75k of 210k) was spent on Richard Ridings, the mentor from the original game. Their money also was spent on a questionable team leader who left the team in a surge of butthurt in mid-development, leaving the previous Designer/Level Artist to pick up the pieces and deliver the game despite of financial shortages and time constraints.
>MANA SUCKS, absolutely no reason to build defences or anything, because the placement of anything really already drains your precious few mana
Ember Rifts currently are OP imho (always were a huge point of drama with the balance team), but try breaking through a solid line of soul wells. I dare you.
>Oh yeah, the campaign sucks and unlike DK2 I will never ever replay it
If you said DK1, I might actually respect you. That being said, the campaign was rushed in order to meet unrealistic (but unfortunately necessary) release & financial necessities. Heart of Gold thankfully does most things better.
>basically feels like it only wants to teach you multiplayer, nothing else
See above, the campaign was badly rushed. Point conceded.
>game doesn't have a difficulty slider
See above.
>game doesn't support a scenario where you run out of gold easily
See above. Though I don't recall overly many DK1 missions where that was a realistic threat unless you were hilariously incompetent, either.
>game doesn't support a scenario where you could easily just have a certain creature theme like Undead
Campaign Level 8. Plus, Undead creatures would be limited to one core unit (Necromancer), one Elite Unit (Vampires) plus summonables (Ghoul, Wraith, Revenant)
>game tries to just be a clone of DK2 with balance fixes for the multiplayer community, absolutely no innovation to go beyond that and goes more in the RTS direction, instead of the Godgame direction
<What are rituals
<What are constructs
<What are potions
<What are Spirits
There's plenty of innovation, though I agree there is a strong shift towards RTS. Again, the easiest answer is that the devs were MP freaks because they already played the SP campaign beyond the point of it being funny.
>The game was ruined from the start by unexperienced fans, who tried their hands at being devs.
Partially true in terms of game development - most of the guys were modders at best beforehand. They admitted as much as far as it comes to the original release date(s)
> It's main theme is being balanced around multiplayer and esports-compatibility.
We basically laughed into the face of one forum poster who suggested esports crap because the genre doesn't lend itself to it. There are tourneys, but these have some 16 players at best (and the other QA monkeys usually keep beating the shit out of the other players).
>There is no focus on the singleplayer campaign.
True. As already noted, shit was rushed as hell due to real-world constraints
>PS: The game was so fucking broken in the beginning.
That does not even remotely describe it. The things I have seen…