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Reader Comments (5)

Posted: Feb 23rd 2011 2:02AM DancingCow said

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Unfortunately the combat changes aren't as good as they sounded.

Changing some of the mutations to be FPS rather than click-target is a nice touch. But mutations - other than the healing ones - are still pretty weak compared to other skills and can easily be ignored.

With the addition of Power and Precision they've effectively reduced the amount of spare AP players have leftover after the essentials, i.e. at least 1 weapon skill, armour use, dodge. Added to the reduced number of abilities and this will make it harder to build a jack-of-all-trades.

But at the same time they've reduced the number of optimal builds --> less variety than before :(

Posted: Feb 23rd 2011 2:37AM DiscordSK said

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I honestly don't mind them moving away from the master of all trades. It was a tad bit funny that you'd have PvP toons who were tanks, assassins and healers all rolled up into one. Just didn't make sense balance wise.

I look forward to seeing how this all ends up.

Posted: Feb 23rd 2011 4:21AM Grendel said

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FE really is a lot of fun to play, but as long as I don't read "housing is coming" I won't come back to the game.

Posted: Feb 23rd 2011 4:42AM DiscordSK said

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@Grendel
Not sure what kind of housing would fit into FE. Tent towns? Maybe open up some buildings in New Flagstaff or something along those lines.
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Posted: Feb 23rd 2011 6:19AM Grendel said

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@DiscordSK I always thought something like in Fallout 3 would perfectly fit, some buildings with a wall of metal and stuff around it, so you could even instance the settlements.
My other - way better - thought was: why not make it possible to occupy abandoned buidings? They're all over the sectors anyway.
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