Havent posted here in ages but Im loving this game. Much better than I did with the original. It seems a bit more user friendly having the hunters style ap system. Sure theres a few bits here a there that arent perfect but its a five pound game (well more now I bought the iap) but you know what I mean. Playing on iPhone 7 lastest version ios11 with no problems. This is the first game Ive sat down to play for more than 2mins in a few month. I still prefer DW but thats because 40k is my fav setting but this is definitely an awesome game and will be staying on my phone.
After just 2 missions my game continuously crashes and I even can't load save game I hope that devs will fix it really soon
I feel bad. I begged them to release it. I know that they didn't see my post and say, "iOSGamer asked nicely so let's early release it," but I still feel like "I asked for it," with regard to not being able to play it. I wonder why they really chose to release when they did.
hey guys, Just wondering about UI .... does it play / work well on the iPhone 7 screen? I'm trying to decide if I should get this for my iPhone 7 or wait for Android and play it on my larger Samsung phone.
Tbf, the release date was announced ages back. Period of softlaunch, guess they thought theyd ironed out major issues, and went ahead with original release plans. Its only now that its out in the wild that, for whatever reason, multiple additional issues are coming to light. Must say, it does all feel #alittlebitbeta. Someone on another forum (where Id been pushing this heavily pre-launch) asked if they should try this or Quest 1 for starters. And I was all, ooo, err, its a bit tricky tbh, bc (on the one hand) 1 could be a massive investment w/ all IAP, and may no longer be supported (death of Rodeo); but on the other hand, 2 really is #alittlebitbeta atm. Fair to middling chance itll crash horrendously on you, and youll have a deeply irritating time. Or, then again, it might just be awesome. If youre lucky. Like.
Is this universal? Since it won't work on my iPad. Crashes after initial dialogue. I thought I'd try it on my iPhone 6 but when I go to the store it says it's full price not the cloud with the down arrow symbol. Certainly don't want to pay for it twice.
I hope the issues are sorted quickly for those getting them as it is a great game and I want it to sell well and do well so that hopefully the devs are able to support the game.
I just popped over to the AppStore to check the reviews and I'm concerned about the scarcity of gold. Some people complained that they felt it was necessary to buy IAP gold. True?
Its fairly similar to the first game in that early on you can usually level up your whole team, but as the levels get higher, they are more expensive and you may only be able to level up one hero after 1-2 dungeons. It is in no way necessary to buy gold, but rather its just part of a game that at its core is about grinding. You grind for loot, and you grind for gold. If you want to buy instead of grind you can, but thats on you, not the game.
I understand what youre saying, but you cant hold it against people who feel like they didnt get the product they paid for. The moment you ask people for money for your product, you are pretty much obligated for that product to work as intended. If it doesnt, people have every right to request a refund, this is how essentially every purchase works. Its not about punishing the seller, its about protecting the buyer.
Well, as disappointing as it is to say, I don't think it's a great game at all. I've already ranted about the embarrassingly bad UI, so I won't rehash that. I've also only experienced a single crash, so considering I've played for 15-20 hours or so, it's been stable for me, so that's not a complaint I have. The problem is the game itself is just kind of dull. Other than the setting, I wouldn't compare this game to WHQ1 at all. It carries over very few of the features that game had. Rather, this is really Deathwatch 2 (though with considerably more freedom and no gacha nonsense). Everything from the graphics to the AP mechanics to the loot system is taken straight from DW. I'm 99% certain it's the same engine. Your enjoyment of this game will depend, then, on what you thought of DW. And I didn't think much of it at all. A lot of the challenge of the first game is missing here. I went through at least two dozen dungeons--and these dungeons are long--before I felt even remotely threatened. Early dungeons are populated with samey sort of enemies. They melee or shoot missiles at you. No spells, no special effects other than poison, which only weakens you for a few turns. If that has any effect, I have yet to notice it, because the combat is thoroughly opaque. I have no idea how damage is calculated, because the same character can give out damage in the single digits and then score a critical hit in the triple digits in the same turn with the same weapon or spell. They've removed the ambushes from the first game. I get why they did this--I'm sure a lot of people quit in fury after their third Necromancer ambush in a row--but it's resulted in a game sorely lacking in tension. In WHQ1, you always needed to keep moving. Here, once a room is clear, nothing can happen to you. So instead of a frantic rush through a dungeon, you are really just fighting a succession of rooms. Not inherently terrible, but not nearly as tense. You can also quit a dungeon at any time without penalty. Pitta says the difficulty ramps ups only after the game is finished--do I really need to express how terrible a design decision that is? Some of the mechanics are weak, too. There's too much reliance on critical hits, and the fire thing is silly; am I really setting fire to a stone tile with a torch? One of the worst things they did was stick with the terrible loot system of Deathwatch. No more collecting items by defeating mobs. Now you only get a reward of three "cards" at the end of a dungeon: one is always an item, the other two generally gold, but possibly a character. The last two main story missions gave me (both times) a dagger and 150 gold. It costs my lvl 7 party 700 gold to level a single character. So progression has utterly ground to a halt. I'm bored. Has Perchang forgotten that collecting loot is one of the main joys of a game like this? Why would anyone think this is a good idea? Even then, the tiny trickle of loot wouldn't be as painful if the characters gained abilities as they levelled, but they don't. You only get abilities from the items you equip. In theory, this should lead to several different builds, and according to Pitta, it does. Yet you won't see those abilities until you're hours into the game, because if you don't get lucky with a loot drop you can't afford to buy abilities and pay to level your characters at the same time. Levelling up is another main joy of a game like this, so in another important way, progression has ground to a halt here as well. To say nothing of the fact that certain levelups are infintely better than others. Let's see...1 AP or inventory slot vs. +1 Intelligence for my warrior. I wonder if I should reload and try again? The character models aren't bad, and as always, Rodeo/Perchang has some pretty tilesets. But even here the charm vanishes quickly, because they're all drenched in a bland palette of black and brown. Where's the colour? Something new for the eyes to see? So I'm just slogging through bland, samey dungeons with bland, samey characters, over and over, for little reward and achingly slow progression. It's not a terrible game, it's just not a good one. It's just plain dull. And that's the biggest disappointment of all.
Necessary? I don't know if I'd go that far. But they're absolutely right about the scarcity of gold. Progression is painfully, painfully slow. Be prepared to grind a LOT.
I’m not sure I get the complaints about the loot system when comparing WQ2 to WQ1. In WQ1 you generally got 0-1 actual items from any particular dungeon, occasionally pulling a surprise extra. Generally everything else was junk that could only be sold for gold. WQ2 has fairly similar drop rates for each run. I actually like the leveling system and equipping skills and spells. I wasn’t a fan when I first heard about it, but I think it works well. I also personally feel like I’ve been far more challenged in WQ2 than WQ1 in regards to the normal game. I would like to see a hardcore mode though, perhaps it could bring back ambushes? I wasn’t a fan of DW, but I quite enjoy WQ2. I feel like you have a lot more control than in WQ, which at times felt like it was played on rails, eg. move up attack, move up attack. That said the UI complaints throughout this thread are all justified. Sometimes simple is better, and having a backpack view of your equipment would be overall superior to what we got.
Except the ability to sell them for gold increased the rate of progression significantly: you could use that to buy interesting items in the shops, or level your characters and gain some interesting new abilities. And the guaranteed items you did get from dungeons tended to be way better than what I've seen offered here.
So am I right in understanding that characters dont have spells and abilities themselves but instead need to equip an item to get a spell or avility? If so, what exactly makes one character class different from another? Could I make a slayer act like a wizard by equipping him with wizard items or is this not allowed by class restrictions on the item?
Not allowed by class restrictions. Characters start to feel different eventually, and there are different build options, it just takes a long time to get there.
Im still not seeing the difference. You either have junk items you sell for gold or you simply get the gold directly. It seems pretty similar to me. If you are suggesting you receive more gold per dungeon in WQ1 I suppose an argument could be made, although it feels fairly comparable to me. As for item quality, I think part of it was that in WQ1 you have direct upgrades in equipment. You could get armour and weapons that were similar but overall better than what you had. Generally in WQ2 items play different roles rather than be straightforward upgrades. I dont think its and better/worse system, simply different. I will say though that the limits on individual character inventory and the inability to access your inventory during downtime in a dungeon does leave a bulk of your loot feeling useless. Once I clear the first room I should be able to adjust my equipment for future encounters.