The worst part of this system is you can just quit and reload.
“If I hit a really nasty combo that effects what I use too much I can switch just weapons! This means I need to have enough equipment with me so I am able to be flexible. Adapting to the new challenge in each zone is amazing and I enjoy the game”… is what I would say if they system was working well.
Instead stages go from “omg i can faceroll” to “so many explosion I can barely see once I catch aggro”
I get that its the highest difficulty, but it doesn’t really work well in practice a fair amount of the time.
I’ve even had rolls cancel themselves out? It seems odd to me to have this kind of option in a system like this. If the point is to have M3 be challenging I think relying on RNG alone to pick stuff out is kinda lazy.
I would really also like an explanation of why anointed enemies are just straight up immune to so much . It’s not really challenging to fight something immune to 90% of damage sources 100% of the time. Sure, I could dig a hole with a spoon… but can you at least give me a spade instead and we’ll call it close enough? If not I’ll accept a metal ladle. It’s pretty spoon-like.
TLDR; Balance pls less artificial difficulty