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ME2 - Insanity, opinions and discussion of effects on gameplay


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#26
JockBuster

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termokanden wrote...

Sometimes your squaddies are just dumb though.

Last time I finished Horizon on Insanity, I basically had to do all the work myself. I was observing Jacob very closely to understand why he died so quickly.

I ordered him to go behind cover. He did. Then he got up to shoot but would never go back to cover again. He just stood there getting hit by shockwaves until he died.

Generally I can keep them alive, but they don't seem to understand how the Scions work.

Add to the dumb list, Kasumi & Miranda, both stand up and get SHOT. Kasumi's Loyality in particular plus you will run low on MediGel and clips.

THE EASIEST way to beat ME2. Shepard only has to SURVIVE the SM :o, do all the Missions and you can SKIP all the assignments that do not have benefits/research bonuses. You do NOT have to beat the entire game like you did in ME1 to get the achievement! Everyone does NOT have to survive, just Shepard + 2 minimum team mates must make it back to the Normandy for an ME3 import, then you will get the Achievement in the Cargo Bay. Also do an ME1 Lvl 60 import, gives you enough talent points but does NOT raise the enemy difficulty too high (they are your level + 5 =10; if you do a NG+ you start at level 30 and THEY start at level 35). As a Sentinel I take Armor Piercing as my bonus, most damage VS armor and health (+30%, +40%, +50% then squad or Tungsten) because EVERYTHING has armor on Insanity.

I read one person's guide and sorta used it, he did NOT say what class he was using but I think it was a Vanguard, I play as a Sentinel (I have not finished my soldier run). Shields (Sentinels have more than anyone else other than Legion then Grunt who I take almost everywhere) are much more important than health, FIRST buy the shield, SMG & tech upgrades on the Citidel and the Heavy Weapon & health from Ken on Omega, if you are Sentinel or a class that uses a SMG (Kasumi, Miranda, Mordin), then do Kasumi's loyality to get the Kassa Locus SMG, take the Arc welder (2 or 3 shots in the vault, first fight, then save the rest for the boss fight minions!), overload the Gunships (or Heavy Mechs)  shields then Warp the armor until it blows !
THE 2 tricks on Horizon as a Sentinel (I take Grunt & loyal Zaeed or Jacob) is:
1) do NOT let the door close, go down the steps and just a little way onto the grass (do NOT trigger the Scons), move them forward to the right of the antenna (tricky), then tell THEM to shoot the Scons, IF one of them (Grunt in my case) says "They've got heavies," they will KILL BOTH the scons and NO husks will spawn. Tricky but it does work, takes LOTS of patience and practice (save BEFORE opening the door then load if you die). Then it is just a fight to survive until
2) The Pretorian, put your  team on the platform with the medigel (one on each end), play "ring-a-round-the truck," the Pretorian will ONLY try to beam YOU and ignore them while they shoot it (Geth shotgun & warp works again the Barrier and incendiary & warp against the armor) you do NOT have to shoot it. Try not to get beamed (too often) and stay CLEAR of its Death Choir (you WILL DIE if too close, your team is SAFE on the platform).

Modifié par JockBuster, 22 septembre 2010 - 02:15 .


#27
All-a-Mort

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I'd like to see 3 things in ME3 to make the hardest difficulty level better:



1. Enemy AI like that of the BIA early games, where if you weren't flanking the enemy, then they were doing it to you. Means you can't afford to sit still and fight a war of attrition.



2. Squadmates AI being either better at suppressing enemies or a more effective way of ordering them to use powers and move into positions (whether via a clickable map or voice commands)



3. In X3: Terran Conflict there is now an ultrahard mode called 'Dead is Dead' where if you screw up and get capped...then that playthrough is ended and you can't reload it to try again. It'd be hard to implement this in a ME game, but it would change how people played if they knew they couldn't just try something out safe in knowledge they can reload if they make a fatal mistake.

#28
The Spamming Troll

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termokanden wrote...

You can just destroy their defenses and then it's easy enough to kill them. It just seems to be about using the right abilities and you won't need to do ridiculous amounts of damage.



"you can just destroy their defenses" is a funny little line there.

i think the whole point in combat for ME is to use your abilities. insanity virtually tuens ME2 into gears of space becasue all im doing on insanity is hooting, or warping. to me, thats wrong. i see alot more potential in the challenge we can get from ME3, and taking away the golden ticket to MEs combat is cirtanly not moving in the right direction.

the problem is bioware made insanity for ME2 in a way that takes away from the very reason im playing ME. its like making mages who cant use mana or a jedi who cant use the force.

to sum it up id simply call it stupid.

#29
Tony Gunslinger

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I feel hardcore is pretty balanced, but the enemies's aim and reactions on insanity are bit too precise that it makes you think "this is only a game." But AI is difficult to implement in general and ME2 isn't the only one guilty of tweaking to compensate.

That said, squad tactics is still cumbersome on the console. If you don't assign powers to the directional pad, they won't use powers that are "ineffective", and that forces you to pause the game to manually activate them. On the flipside, I can't erase hotkeyed powers, which means if I assigned Miranda to warp, she will never use overload by herself, and I'm screwed for the rest of the game. Also, they should 1) remap the squad positioning to the L and R thumstick down-clicks so they're not overlapping the squad power hotkeys, and 2) double-tapping the down directional pad makes them hold position.

#30
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I recently started a new playthrough on Insanity with my Infiltrator. I will be uploading vids when I can.

#31
termokanden

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The Spamming Troll wrote...

termokanden wrote...

You can just destroy their defenses and then it's easy enough to kill them. It just seems to be about using the right abilities and you won't need to do ridiculous amounts of damage.



"you can just destroy their defenses" is a funny little line there.


It works if you have enough research upgrades. It really does.

However, I'll admit that they may have gone a little overboard with the defenses. They could instead have just thrown more but weaker enemies at you. Perhaps enemies that don't just sit behind cover and wait to be shot.

But all in all, I think it's still an improvement over ME1.

As for Gears of War, I thought that was a lot harder on insanity than this.

#32
The Spamming Troll

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Tony Gunslinger wrote...

I feel hardcore is pretty balanced, but the enemies's aim and reactions on insanity are bit too precise that it makes you think "this is only a game." But AI is difficult to implement in general and ME2 isn't the only one guilty of tweaking to compensate.

That said, squad tactics is still cumbersome on the console. If you don't assign powers to the directional pad, they won't use powers that are "ineffective", and that forces you to pause the game to manually activate them. On the flipside, I can't erase hotkeyed powers, which means if I assigned Miranda to warp, she will never use overload by herself, and I'm screwed for the rest of the game. Also, they should 1) remap the squad positioning to the L and R thumstick down-clicks so they're not overlapping the squad power hotkeys, and 2) double-tapping the down directional pad makes them hold position.



personally id like alot more mapable buttons on the controller as well. first off, crouch needs to be put back in the game. croutch adds by allowing me to use cover im not leaning against and should allow for better accuracy. i think crouch is as important for gameplay as it is for aesthetics.  important and should be must haves for shooters these days. the left thumb stick should be used for croutch. its just too obviouse. has anyone played army of two? entering and exiting cover works perfectly in that game. i really didint mind ME1s cover system but maybe thats just me.

another implementation that would be cool in the imersion factor is having no HUD. if weapons had ammo count indicators and death is still shown with huge red vaieds then theres no real reason to have a hud. tho seeing a mini map, your health, ammo, grenades, squadmates with a simple of a button would be good, possible the left stick.

but the main thing is the controller should be much more free in how i want my layout to be. one example is that i never melee so B ends up being a useless button for me. id like B to be a mappable button so i can add something like shockwave or sabotage to my "free roam" abilities. another game to mention here is fallout3. i could map every single button for that game, it was awesome, i felt a nice feeling like PC players must get with how they can make their game, their game.

#33
Relix28

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The only issue I see with Insanity (besides the obvious often dumb AI) is the balancing between the early and late parts of the game. It seems that most pre-Horizon missions are the toughest in the game. You only have a few weapon, tech, biotic upgrades, and your shields and health drop in about 2 seconds under fire. So in a lot of situations it comes down to grinding down the enemy and just trying to stay alive. While after Horizon, everything becomes almoast to easy. You get your extra tech and biotic cooldowns, most of the weapons are upgraded to 3/5 with all the bonuses that come with the research and your health and shields also become somewhat decent. So at that point I don't find the game particulary challanging, unless I try to pull off some crazy rushdown tactic with a caster class.
The ideal thing would be to make the early levels a little less grindcore and later levels more challanging. Basically keep the same level of challenge throughout the game. Imo this would be best done with simply improving the enemy AI. While Shep an his squad lvl up, the enemy should also gain more abilitys, ammo types, change in tactics and unpredictability. This way it would even up the odds throughout the game. The more destructive power you gain, the more tricky the enemy becomes.

That's basically my main complaint about the Insanity and I think this aspect should be improved in future titles. Other than that it's still a whole lot of fun.

Modifié par Relix28, 23 septembre 2010 - 03:36 .


#34
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A quick vid of my Infiltrator on Insanity.



Very early in the playthrough. Still on Omega.

#35
Malanek

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I think the level of difficulty in insanity is pretty well set. It does seem a little too easy now but that is more because I know how to do everything.

Adrenaline Rush and the Sentinels tech armour are probably a little bit too strong and should be weaker to make it more challenging for those classes.

Modifié par Malanek999, 23 septembre 2010 - 06:06 .


#36
tonnactus

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Zan Mura wrote...

I never much liked ME1's Insanity. It basically amounted to the enemy cheating with 10x hp and 10x damage, and that was it.


There was a talent called warp to get around this.

#37
tonnactus

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swk3000 wrote...

I'm not very fond of ME2's Insanity mode. It basically forces a certain style of play on you (defense stripping), and renders anyone without the ability to strip at least one defense largely useless.

Yes.All the hype for subject zero being a strong adept,the ridicoulos cutscenes,but she couldnt even defend a ymir on her own on easy.Thats also true for all other biotic squadmates without having something like warp or reave. Well,the only exception is liara with singularity and stasis.

Modifié par tonnactus, 23 septembre 2010 - 01:21 .


#38
AntiChri5

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I love insanity, especially compared to ME 1, for reasons that have already been stated.



The protections nullifying certain powers was an interesting and controversial move, but one i am fine with as it encourages different tactics for different situations.

#39
Ares Caesar

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The Spamming Troll wrote...

Tony Gunslinger wrote...

I feel hardcore is pretty balanced, but the enemies's aim and reactions on insanity are bit too precise that it makes you think "this is only a game." But AI is difficult to implement in general and ME2 isn't the only one guilty of tweaking to compensate.

That said, squad tactics is still cumbersome on the console. If you don't assign powers to the directional pad, they won't use powers that are "ineffective", and that forces you to pause the game to manually activate them. On the flipside, I can't erase hotkeyed powers, which means if I assigned Miranda to warp, she will never use overload by herself, and I'm screwed for the rest of the game. Also, they should 1) remap the squad positioning to the L and R thumstick down-clicks so they're not overlapping the squad power hotkeys, and 2) double-tapping the down directional pad makes them hold position.



personally id like alot more mapable buttons on the controller as well. first off, crouch needs to be put back in the game. croutch adds by allowing me to use cover im not leaning against and should allow for better accuracy. i think crouch is as important for gameplay as it is for aesthetics.  important and should be must haves for shooters these days. the left thumb stick should be used for croutch. its just too obviouse. has anyone played army of two? entering and exiting cover works perfectly in that game. i really didint mind ME1s cover system but maybe thats just me.

another implementation that would be cool in the imersion factor is having no HUD. if weapons had ammo count indicators and death is still shown with huge red vaieds then theres no real reason to have a hud. tho seeing a mini map, your health, ammo, grenades, squadmates with a simple of a button would be good, possible the left stick.

but the main thing is the controller should be much more free in how i want my layout to be. one example is that i never melee so B ends up being a useless button for me. id like B to be a mappable button so i can add something like shockwave or sabotage to my "free roam" abilities. another game to mention here is fallout3. i could map every single button for that game, it was awesome, i felt a nice feeling like PC players must get with how they can make their game, their game.



I pretty much agree with all of what you said...

I dont think the HUD should be totally removed, but there should be an OPTION for it. (I know too many people who are too feeble to handle less hand holding who play the game (and are my friends))... I do agree that generally speaking there is enough info on the screen that you practically dont need the HUD at this point. So mostly I'd just like the option to remove it if desired, or even have the option to display only certain pieces of it.

CUSTOM BUTTON MAPPING = A+ WIN

CROUCH FOR EXTRA COVER OPTION/GAMEPLAY TACTICS= A+ WIN

Crouch might be hard to implement into current game (I dont know), but custom button mapping should be a few simple menu additions and some lines of code, and SHOULD be available via patch for ME 2.

Modifié par Ares Caesar, 23 septembre 2010 - 04:39 .


#40
Alamar2078

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I agree that Insanity would be harder [and maybe better] with more folks willing to bum-rush Shepard. To counter this though Bioware would have to design the game / skills / weapons / levels / etc. in a manner that Shepard could handle getting rushed otherwise I don't think that it would be fun.

#41
Phaelducan

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Insanity in ME2 was done very well. It is one of the few games that I've played where it is actually more fun playing on the hardest difficulty purely based on the gameplay itself rather than the satisfaction of having done it.



With that said, I had two minor speedbumps on the road to rating ME2 perfect in the difficulty category.



One problem was the Ammo issue. I don't mind having limited Ammo, in fact I think it's an improvement over ME1. However... in some of the fights it is 100% guaranteed that you will go through a whole ammo stock, and you need to get drops from enemies. If Bioware wants to force us into resource management as an added difficulty angle... cool, I support it, great BUT please give us 100% drop rates from gun-using enemies so that we can replenish our weapons. It really breaks the flow of combat to sit behind cover and spam one power for the last 2/3 of an enemy's (or two, or three even) lifebar. This problem was further compounded with the (blessedly) few "infinite" respawn areas that existed solely to soak up your ammo reserves without adequate replenishing.



Secondly, for the love of god have the ability to save after every major encounter. You...will...die playing ME2 on insanity every now and then (especially if you are a Vanguard, heh) and it sucks having to re-do one fight let alone two or three if there hasn't been a save point. Auto-saves can help to some extent, but it really sucks to die on the third or fourth encounter on a stretch and have to redo the whole thing (cough, firewalker, cough). We get it, it's insanity, we will have to repeat some encounters... but we shouldn't have to repeat encounters we already blazed through without a scratch. That's articially inflating the difficulty, and ME2 doesn't need it.

#42
Zan Mura

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Phaelducan wrote...

One problem was the Ammo issue. I don't mind having limited Ammo, in fact I think it's an improvement over ME1. However... in some of the fights it is 100% guaranteed that you will go through a whole ammo stock, and you need to get drops from enemies. If Bioware wants to force us into resource management as an added difficulty angle... cool, I support it, great BUT please give us 100% drop rates from gun-using enemies so that we can replenish our weapons. It really breaks the flow of combat to sit behind cover and spam one power for the last 2/3 of an enemy's (or two, or three even) lifebar. This problem was further compounded with the (blessedly) few "infinite" respawn areas that existed solely to soak up your ammo reserves without adequate replenishing.


Hmm, I never once ran out of all ammo with my adept. I used HW extensively, but always got at least around 1/3:rd to half my ammo to spare, and while I'd run out of one type of ammo, others typically had more to spare. But in general Insanity requires a lot of careful aiming, a lot of companion usage (they have infinite ammo), etc. I abused Warp + knockback + headshot / burst technique on every single enemy.

In general I found that where most guides recommended to stray away from Heavy Warp and Heavy Singularity, into AoE attacks, in Insanity I found that a problem. The game itself focused a lot more on having the firepower to take down 1 target at a time, aside from some regular exceptions of course. I assume with a biotic companion on board to spam lift, the situation coulda been different. I had Tali & Garrus though, and in their case focusing on a single target aside from the general usefulness of Area Overload and that suicide Drone, helped a great deal.

#43
Kaylord

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Relix28 wrote...

The only issue I see with Insanity (besides the obvious often dumb AI) is the balancing between the early and late parts of the game. It seems that most pre-Horizon missions are the toughest in the game. You only have a few weapon, tech, biotic upgrades, and your shields and health drop in about 2 seconds under fire. So in a lot of situations it comes down to grinding down the enemy and just trying to stay alive. While after Horizon, everything becomes almoast to easy. You get your extra tech and biotic cooldowns, most of the weapons are upgraded to 3/5 with all the bonuses that come with the research and your health and shields also become somewhat decent. So at that point I don't find the game particulary challanging, unless I try to pull off some crazy rushdown tactic with a caster class.
The ideal thing would be to make the early levels a little less grindcore and later levels more challanging. Basically keep the same level of challenge throughout the game. Imo this would be best done with simply improving the enemy AI. While Shep an his squad lvl up, the enemy should also gain more abilitys, ammo types, change in tactics and unpredictability. This way it would even up the odds throughout the game. The more destructive power you gain, the more tricky the enemy becomes.

That's basically my main complaint about the Insanity and I think this aspect should be improved in future titles. Other than that it's still a whole lot of fun.


This.

#44
kiltysue

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Actually,  for insanity,  I think medigel is pretty awesome.  Sure, if you just blindly apply it, your squad gets instantly killed.  Insane!  But plan it out, and it works much better.  Set up a distraction, or bait the enemy away from your downed squad mate(s).  Now apply medigel.  Works every single time.

Maybe for normal and casual play, perhaps medigel could give squad members temporary immunity.  But for insanity?  It's certainly great, just as implemented.

As for squadmates viability, again, for insanity, you want things to be difficult.  If you let your squad just run around without direction, then their survival is quite haphazard.  I use a couple of different approaches to keep them alive.  One is always placing them in cover, and making sure they have their best ranged weapon equipped.  The other is to let them free range, but then I have the role of providing cover, and distraction to keep them alive.  Both really fun games that only make sense due to the difficult scenarios presented during insanity playthroughs.

curly haired boy wrote...

I just want them to fix medigel, which is rather useless for your teammates. 99% of the time when your squad goes down, reviving them does no good. they die again while simply rising to their feet.

waste of a cooldown unless it's fixed.

i just played horizon on my insanity engineer. drone spam kept me personally safe, but my squad died in seconds. i wish they were more durable on insanity, or at least against collectors.



#45
kiltysue

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Insanity, more than any other mode, would benefit greatly from more customized keyboard mappings.  The hotkeys for squad, and Shepherds powers are easily exceeded.  The thought behind their current implementation is great, we just need more keys, and perhaps flexability in mapping them to different keybinds.

It would also be great to have the ability to keybind each individual weapon to any key.  Many players avoid stop action in order to make game play more fluid.  The current toggle between 2 weapons is good, but it would be very nice to have the ability to access any specific weapon needed through a keybind.

#46
kiltysue

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You can do this right now.   Re-map your henchman placement keys to something very accessible to you, then use the keybinds.  This becomes very fluid quickly.  Much better than changing it to a clickable map.  Right now,  you just place your cursor where you want your henchman to be, and press your keybind for henchman placement.  If you want your henchman to be aggressive, have it equip a short range weapon, and the AI will make more aggressive attack descisions (you must support, or it will die under withering fire in insanity).  Equip your henchmen with long ranged weapons if you'd rather have the AI make more conservative decisions.

As you spend more time placing your henchman, you'll become familiar with how the AI makes decisions on routing to your chosen spot.  This will help you avoid making placement decisions that will induce the AI to route your henchman through dangerous, unintended paths.

All-a-Mort wrote...
2. Squadmates AI being either better at suppressing enemies or a more effective way of ordering them to use powers and move into positions (whether via a clickable map or voice commands)



#47
JaegerBane

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I'm on the fence regarding Insanity difficulty.

My biggest beef is that the effect of defences is disproportinate across the playstyles and powers - some strategies will be hard pressed to show much difference in play while others are rendered obsolete.

The Adept is a actually a good example of this - the agressive adept who spends a lot of their time mercilessly blasting enemies to pieces with gun fire and warp explosions probably won't have to adapt their strategy at all while Adepts that prefer physics attacks are essentially rendered impotent.

While I agree that it *should* be more difficult on insanity, I think I draw the line when certain playstyles just cease to exist on insanity.

#48
Alamar2078

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I don't mind the idea that certain approaches "don't work" on insanity. Defenses SHOULD work against certain attacks or the whole idea of "defense" would be pointless.

On the other hand balancing out weapons vs. defense stripping skills vs. "kill skills" could be reworked to allow a little more freedom for the caster classes.

EDIT:  I see no reason why some biotic powers don't work when the target is armored.  Push / Pull effects should work fairly well against these sorts of things.  I could see shields or barriers working nicely against push/pull effects but armor???

Note: I don't currently see ANY ammo problems with ME2. Even when running low ammo count weapons my Soldiers, Vanguards, etc. don't ever seem to be on "empty" because there's always enough clips / power cells / etc. laying around. Even on the husk heavy levels there shouldn't be an ammo problem IMHO.

Modifié par Alamar2078, 27 septembre 2010 - 05:26 .


#49
kiltysue

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Adept is my favorite class on insanity, due to the thought required in order to make their physics attacks useful.  I really like that you're fragile for insanity, especially so as a damage caster.  You have to carefully think about which squadmates you take on a mission, then manage their powers and placement to tactically get to the point where you can pull/throw things off the map!  Warp spam, and constant warp explosions can also work, but by no means are you required as an adept to only use that approach.

One of my favorites at this point is the first battle when you land at hotel Azure.  The phased multi-shuttle attack.  Take Miranda as a shield stripper, set up Liara with a heavy singularity, and have heavy singularity on Shepherd.  Place squad in central, defensive positions.  When a shuttle becomes targetable, hit it with area overload (engineer if possible, but things happen so fast, it's fine to just have Miranda hit the first target you can acquire).  As soon as the shuttle lands, throw two heavy singularities on them.  Miranda's area overload should be off cooldown, so get them again.  They are now mostly ripe for throwing.  You'll miss some here and there, which means you have some clean up that must be done quickly.  Then adapt to the next incoming shuttle by re-emplacement of your squad, and get ready for that first, critical early area overload.  So much fun!

The only problem I've had is some maps, if you throw a lot, can bug out with mobs that are still targetable by your squad, but off the map.  So you have to re-do the whole thing.

So sure, warp spam works, but adepts are certainly not limited to it in insanity.

JaegerBane wrote...

The Adept is a actually a good example of this - the agressive adept who spends a lot of their time mercilessly blasting enemies to pieces with gun fire and warp explosions probably won't have to adapt their strategy at all while Adepts that prefer physics attacks are essentially rendered impotent.

While I agree that it *should* be more difficult on insanity, I think I draw the line when certain playstyles just cease to exist on insanity.


Modifié par kiltysue, 27 septembre 2010 - 05:51 .