The Elfoid wrote:I also found there was too many specials - getting a team where no one messed up because they didn't know what to do has never happened to me.
I think that's precisely what makes it worthwhile. Specials are what adds the randomness to the game that the enemy loads no longer contribute. Finding a team that works well together is key, but that's what group combat is supposed to be all about
Heh, that's for sure. Revisiting Willow's Creek after a nice evening with Mazz, maraliths, and friends really makes me appreciate the hit points stacked on the pathfinder and striders, as low as they may seem during the map. A couple swipes from a ghast or some such and suddenly my artillery is dead. I'm so spoiled.The Elfoid wrote:The units just don't fight the same way as reg Myth units do, not just the moves but their style.
You shouldn't have to rescind your statement. There were definitely elements of IV that I liked, the units certainly ramped up a little for V which definitely changes the tone of the game. Not to mention that the impression of the Watcher as a Undead Master sort of bled into Dungeon Master. I can absolutely understand the distaste for the shift from the Myth universe to a broader application of the engine itself.The Elfoid wrote:I know its more popular so I'm not saying Mazz IV > V, just that IV catered more to what I wanted better.
Fingers crossed for a return to Mazz IV + Special loads + Myth universe minibosses. As little as week left to find out (in theory).