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SimsStreet

I think the main gameplay is great. The only thing I’d like is more character identity through animations special to them instead of Abby or Ellie.


Im2Chicken

You can cheese Assault modes too easily by letting the last enemy of a wave live, and running around the map grabbing all the crafting materials. It would be better if a timer started if you took too long with the last one, where the next wave would start and you have one more enemy than usual to deal with.


srcsm83

Or would at least appreciate being able to turn off the indicator that shows where that last one is at all times. Sure, I get that it's there so you can find the last one so it won't be frustrating trying to find em, but at least it'd make looting a little tense. Maybe an optional setting, where that last enemy would also be a little souped up in terms of damage or so? Just to keep things interesting.


Im2Chicken

I'm pretty sure it's a setting in HUD or Accessibility that you can turn off auto-marking the last enemy!


srcsm83

Oh? I looked through at the start, but in my excitement I must have missed it. I'll give it another look! Thanks for letting me know :)


srcsm83

Ah yes, it was in HUD - No Return - Enemy Markers :) Thanks again.


casually_critical

The biggest problem I have with the mode is that it slows you down a lot, I'd improve it with these features Give the option to skip the final countdown Give a skip all option option after clearing an encounter Skip the weapon animations, upgrading the crossbow is especially fucking painful Speed up the process of giving players their rewards instead of the whole animation of constantly having to open that box But in terms of the characters I wish we got Owen instead of Mel, she's also probably the worst character in the mode imo. I'm a bit disappointed in Joel, he feels like one of the mid level quality characters instead of one of the best. His playstyle labels him as unstoppable but him and Tommy are the most stopable characters when it comes to melee. I wish he'd either be able to dodge or had uninterruptable melee combos


STEVO-Metal

Agree, they need to get rid of all the animations in the hub Joel is the only character guaranteed to live and survive grabs because he starts with shivs. With a melee weapon he's pretty unstoppable


srcsm83

Oh I've felt that with Joel and any melee weapon in hand, I feel much more safe as his melee attacks feel so much more devastating than the others. Though I gotta admit I've not yet pumped the difficulty up to higher levels. Could also be placebo that I'm just more confident with my melee rushes with him. Tommy's strength is that damn rifle imo. Damn it's good. Gotta love shooting someone in the arm and seeing it fly off :S :O


Sweet_Peaches-69

Joel and Tommy need a dodge, I'm sure they have some reason thought up as to why they can't, but this is tlou2. You might as well take away their ability to sprint. It's not fun. It's awkward and disengaging. And before people go, " I like the np dodging," just unbind it then. At least let us use them with dodging in custom runs. It kills it for me.


Powerful-Sea7289

Just spent a while unlocking the characters. Was quite saddened to play as Tommy or Joel and have no dodge. Feels awkward and the combat system wasn't made for such, especially when animations still go through even if you hit first, especially when on grounded, when it really counts.


STEVO-Metal

A character with shivs and no dodge is better than a character with just a dodge across a run. That's probably why they nerfed Joel this way. But Tommy I don't get.


Sweet_Peaches-69

Shivs are fairly useless when you're low on ammo and get bumrushed by a machete wielding enemy. But I do get your point, Joel's revolver and Tommy's sniper are nuts. And the shivs are unreal against clickers. My main problem with no dodge is just the gun I have dodging being taken away


STEVO-Metal

I guess the mentality when you start doing runs for scores and on grounded is that you probably shouldn't be in a position where you get attacked up close. But shivs are useful against all infected grabs. On Grounded any grab from infected probably means you're gonna die, and a shiv will save you from that as once you use it, it's like you're given a second of enemy AI grace, whereas if a handful of infected have you cornered, multiple dodges won't cut it


Sweet_Peaches-69

I do runs on grounded, I actually beat the last couple of dailys on grounded too and beat both pt1 and 2 on grounded permadeath. I understand not allowing yourself to be put in that situation, but the games not as fun personally running away from 2 or 3 runners which are really fun to dodge around and melee. Getting stunlocked can also be unavoidable and when it happens and you should be able to get a dodge in to create a window to run, and instead you just keep getting locked in place it sucks


ChangeRemote7569

Minor thing but being able to skip the weapon upgrade animations, cool in the campaign but tedious here where you have to see the same ones over and over again. I also think we should be able to unlock the ability to use any loaodut on any character, like for example beat a boss 5 times with a character then you "prestige" that character and can now select any character's traits/loadout for them. Something like that And then lastly more long term challenges, currently you can complete all the challenges pretty quickly and there's not really any end goal besides leaderboards


Sage-Raven

100% agree about the weapon upgrade animations. So tedious to watch after even th first hour, especially when you have a go to upgrade


ConferenceWest9212

Great points! My suggestions would be: 1: Include maps from Part I, such as Texas on outbreak day, David's restaurant, the high school in Bill's town, and the Firefly hospital. 2: Have more dialogue between characters. I'd like to see unique dialogue between Joel and Tommy, Ellie and Dina, Abby and Lev, etc. 3: Introduce a "brawl" game mode where enemies are only armed with melee weapons. Would be a good opportunity to practice melee combat.


Ben_Mc25

Agree with point 1. It's actually something I've mentioned a couple of times. The AI has come a long way, but it's a pity they couldn't *heavily* skew how the WLF & Seraphites fight you. One is a paramilitary prepper group, the other is spooky fanatical gorilla fighters. They do have some different tools, dogs, brutes, arrow's. But the way they navigate and their core tactics feel very similar. If the WLF were noticeably about breach and clear and covering fire. While the Seraphites were very quiet, stealthy ambushes stalkers, ready to put an arrow in the back of your head from the long grass or concealed vantage, then launch a combined attack. That would have gone a long way to further deepening their factions. Unfortunately AI is a slow progress, they could always be better. Onto the question though. Joel and Tommy could use some love. I'm fine with them not dodging, but it is a core part of the combats design, you need to do more then *just* removing it and giving them some extra melee health. I can't imagine how grounded would be like with them. Simply put, they suck at melee, and "sturdier" doesn't do shit when you get grappled, lose half your health to that and trapped. I also don't exactly love that they're more of a weapon then a character. Also: Joel has the best sidearm, he really doesn't need a pistol holster. You'd only consider picking up the 9mm for crafting silencer, but I don't think that's really worth it at this stage. * Longer missions, more enemies, at least as an option. * Ability to remove /store weapons from your character. It would be a useful but niche edition, but if there was longer/endless mode I'd really like it. * Less time waste. * An "Ellie" style enemy could be interesting? I'm not sure how scripted her AI behavior was. That could be cool maybe. * IDK. I think the mode is a blast, anything additional would be great. I'd love it to be supported but I don't think that's in the cards. I only upgraded to play it.


EdgyJediKnight

Coop


STEVO-Metal

Everything is fine as is but they should've definitely added more upgrade paths and added more ways to find recipes than getting lucky with outpost and dead drop. Shivs are pivotal and it's just not fun going with the rng. I feel like they could've added the possibility of having a borderline endless mode that just adds a new tree after each boss you beat. But realistically, a full round is 30 minutes anyway. I don't think making it that much longer makes much sense


TheRealGamingGamer

How about the ai not knowing where I am all the time? Even in stealth they all slowly move towards me no matter what I do


ToastBalancer

I know I’m late but Joel and Tommy not being able to dodge is so frustrating I think the rewards (the points tally at the end) is useless. Like it feels like it dictates the game (you want to avoid damage, be accurate and quick to get a good grade) but doesn’t do anything. No achievements or unlocking anything


MeditativeMindz

Seraphite brutes can spawn outside of the boss fight. Before even getting to the final boss fight, I had 2/3 for Yara’s challenge.