As much as I like the game, can we agree that the combat is quite ass?>Grenades become useless very quickly>Status effects are also useless>Psykers wreck shit with absolute precision>Get officiers, give a glasscannon infinite turns and watch it kill everythingIt barely has any tactical depth
>>729021786First owlcat game?
>>729022319Not at all, I have played both Pathfinders and despite them being buff spam simulators I found the combat still more engaging
That's kinda a common property of "CRPGs", or "build-optimization games" (which basically is what originally separated the RPG genre from skirmish wargames - building your own character). If you can make build choices that result in more or less character power and the game isn't balanced so as to require the very best build (which defeats the purpose of having choices), you'll outscale the game's difficulty curve with every above-par build decision. And Lanchester's laws (check Wikipedia if the term isn't familiar) make it so the range of relative balance between combatants is a small one by making even small differences snowball into decisive results.So I don't think tactical depth was ever in the cards, for that you should play a "proper" tactics game without character-building (many of them are also solvable such that one tactic fits all, but at least the potential was there). This is a subgenre in which you are "supposed to" enjoy the successes of your buildcrafting, not your tactics. Yes, it could use a better difficulty curve (on Unfair the most difficult fight is the chaos spawn, and the last tough fight is Aurora - after that you should have outscaled the game), but that problem was going to be there in some extent anyway. And within that framework, I think it's pretty successful: you can make any kind of archetype 'wreck shit', these builds feel OP in appropriate ways, support classes are involved (in the sense of their value added being active, rather than them having no combat role) and feel powerful which is a rare accomplishment, it plays and controls nicely (including oft-overlooked features like being able to make enemy turns MUCH faster), and the encounter design (insofar as you don't finish fights with alpha strike) is quite all right. I also think the system is better than e.g. Pathfinder's, or any d20 really.Overall I would rate it moderately highly within its reference class.