It's possible to deal with all these effects, but now rather than user input or planning, loot RNG for resistances and staus immunities becomes the deciding factor in Ember. In Ember, It seems like every single enemy I encounter that's elite, hero or boss class constantly puts at least three or four status effects on my character with every attack and they seem to last far longer than in TOME original. Status effect management was an important part of the original TOME experience, but it was an extreme rarity that you'd get more than two on you at any one time from a single foe and even in larger encounters, multiple status effects were still infrequent. Now, the new classes are fun and flavourful, the new enemies are colorful and well themed,as are the map tilesets, but there are deeper problems with the mechanics of the expansion that kill it dead for me.įar too much emphasis on enemy status effects. In my opinion, that all went flying out the window with Embers. Tales of Maj'eyal is my all time favorite roguelike, it's a special game, one that relies on user response to fair challenge and it keeps RNG nonsense to a minimum.
I don't think i've ever been so disappointed with an expansion to any game.