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General / Re: Underrail has such a contradictory design
« on: February 02, 2022, 01:04:52 pm »What kind of response do you expect ?
You're only lvl 16 on normal classic and you obviously know very little about the game,
If you don't like it that's fine, personnal preferences is a thing.
But you're not likely to convince any of us who have played this for hundred of hours about this "contradictory design"...
Grenades have cooldown, they can miss, they use a dedicated slot...
Stealth won't get you past all encounters, and won't help you once a fight is started except with some feats.
And you're wrong to assume this " "No skill/skill line is supposed to be able to tackle every content and enemy" design philosophy ".
Every thing in the game do have pros and cons, yes. But it doesn't mean one skill should automatically win X% of fights while being useless against Y% of other encounters, that would be boring pokemon design "use fire against ice monster".
We don't want that.
>You're only lvl 16 on normal classic and you obviously know very little about the game,
True, and yet I've played enough video games for more than 2 decades to immediately spot + scrutinize how broken stealth and throwing are in a game which artificially ensures that almost all other damage skills can't deal with every enemy on their own.
> But you're not likely to convince any of us who have played this for hundred of hours about this "contradictory design"...
> Grenades have cooldown, they can miss, they use a dedicated slot...
I had to chuckle: where e.g. TC or a gun without W2C ammo hits a brick wall with robots you see no issue with a skill whose only drawbacks are the usual skill limitations of CD, hit-chance and using a utility slot?
Good one.
But do humor me: why, even for non-dominating builds posted in this forum or Steam, is there almost always throwing selected, even when the build itself isn't using throwing as the main damage source?
It's almost as if the skill does counter every enemy type + group size while only having to adhere to the same design principles as all the other skills, right?
And your "you won't convince us" remark is quite telling considering it's only your 2nd comment, with the first one barely even bothering with the points I made.
> Every thing in the game do have pros and cons, yes. But it doesn't mean one skill should automatically win X% of fights while being useless against Y% of other encounters, that would be boring pokemon design "use fire against ice monster".
You're trolling now as you can't refute my arguments, right?
It's almost as if throwing is by default a "boring pokemon design" as it offers all the damage types + CC to counter every enemy, right?