The game introduces us to 3 amazing systems that are taken away in endgame

Checkpoints should exist in maps now that you can teleport between them. This would help a bit with the amount of backtracking in maps.

Pause is apparently removed during pinacle bosses? With the amount of grinding needed to get 1 try against the most difficult content in the game we can't pause when real life gets in the way of gaming? I couldn't test it myself yet but this should not be a thing.

Reviving in a party. So, if you play in a party during campaign and someone dies, you can revive them. It takes a long time and is interrupted if you get hit. It's not something you can abuse during combat or bossfights. You have to deal with everything first to get enough time to revive your party member. It can lead to some great clutch moments where one person saves the map for the party after fighting solo against party scaled enemies.

One more thing about reviving that came to my mind - in a system where if you die you can't return to the map, if someone dies and there's still a lot of map to be done, what is the player who died supposed to do? Everyone is still fighting in the map having fun together and one person has to leave party to open their own map or wait for the others to complete the map. This is not a good design for a cooperative game

I really feel like this was a weird move developing all these features only to limit them like that and that checkpoints and reviving should be added to endgame while pause should not be limited during solo play.
Last bumped on Dec 21, 2024, 10:10:46 AM

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