Legend QP win rate 1.6 vs 2.0

Perhaps simply changing the density of waves would be enough to quell concerns. Being able to parse information and having actual gaps to provide line of sight on key targets is important to the game and how it needs to be played right now. Make the enemies tougher, but reduce their count, similarly to how the first game was handled. I made a topic about this a while back, and while it’s outdated at this point, I think it’s still relevant in some capacity. Something to consider, maybe. I think it’d be a good way to take the game, since the combat and systems have already been pushing in that direction. Pulling a Kirby and making enemies more dynamic in addition to tougher is a more interesting way to challenge and engage players, in my opinion.

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