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View Full Version : Some things that need SK attention



MrMurder
09-16-2008, 08:57 AM
Too Human is a great game with so much scope and potential like everyone here ive been clocking up some serious hours running the gauntlet with the classes and praying for the elite stuff to pop up.

However like many games as we play more and more things that arnt quite right become more evident.

The hammer smash from the trolls has been a real learning curve for me between the ice and normal ones to the status slow effect trolls to the gun arm boys they all have a stratagy to defeat.
The biggest annoyance to me is the animation for the smash impact that radiates from the hammer is smaller than the actual radius of the damage so you can be along way outside the graphical impact but still get hit by it, not to mention the freeze troll can affect you if you're in mid air, rolling or outside the blast it makes the graphic kinda pointless.
The same goes for the cannon guys the glowing orange orbs they fire have the same deal a larger effects radius than the graphical blast making it almost impossible to estimate a safe area to dodge to.

Playing the commando is great and the dual Magnums bring a tear to my eye (Those of you who know me from halo 2 will understand lol) the aim system for them is a little off especially when targeting dead goblins as opposed to live claws raised,fangs salavating trying to kill you kind.
Ive seen the tutorial on aiming but it still feels alittle haphazzard to me i would like to see individual control on them fine tuned if possible.

Several times in co-op ive found myself low on health and hanging back while my healthy companion rushes in to farm some health orbs for me, only to be teleported in front of him even though im only a short way (rifle range) behind him??

Ive seen several posts on the Boss fights an i have to say i agree they are all except HOD and Hel balistic based and a grind.
Its a sad day when the giants like SK on the boss front who produced the legacy of kain bosses cld make the boss fights less exciting than the generic level fights.
They as already mentioned make some of the classes a real test of endurance and paitence rather than skill to defeat, the interaction of troll mount i feel could have been expanded here to add button combos or enviroment interaction in the defeat of these Bosses and a bigger variety of attacks for them would have made them more individual.

Finally in co-op why is half the Asier complex out of bounds it would be great to have the world tree areas added and the rest of the compound to basically loot due to the oblisks.

Im looking forward to many more hours on Too Human and hope that SK take on board what the the fans are saying to push this great title to the limits of its potential.

rivera143
09-16-2008, 02:17 PM
I agree about the hammer smash. It's very frustrating as you are trying to shoot the arm off and you're judging your distance based on the ring to only get a status effect.

My other complaint is one that's been mentioned on other threads, but after all the time you spend on getting the elite armor you are left with some nice looking armor that has orange rune versions of red runes I now have in my inventory. I think that they should patch the elite armor to either have red rune versions of the ones already in the armor. While the armor would still not work for certain skill paths, it would at least earn the name elite.

I would even be happy to just have four empty slots that I can fill for myself.

And for the love of Ginesh let my skip the death sequence.