Posted on: November 3, 2024

catking2003
Bestätigter BesitzerSpiele: 112 Rezensionen: 3
NOT HOMM
1) In HOMM, you take action during your turn NOT after you click next turn button which means in this game you can only take one action per turn even if that action is as trivial as picking up a resource right next to you. If you make a mistake or skip something you have to wait till next turn. This feels clunky and annoying. 2) In HOMM, your units don't just fall dead automatically after each battle but in this game they technically do because almost all spells are consumables (except the few basic ones). I played the sequel first where spells are not consumables and was utterly disappointed how Etherlords handles this. 3) In HOMM, you get to keep your heroes and develop them further through the campaign but Etherlords forces you to level up random heroes every mission. There is no sense of progression. All in all, not enjoying this. It feels like the developers are desperately trying to copy the HOMM formula (map design, resources allocation, expendable units) in their card game but the attempt falls flat because the two systems don't work well together plus the developers decide (for no good reason) to modify some of the most important design choices of HOMM (aka the hero action) making this mishmash of a game even worse.
Hilft dir das weiter?