Decided to have a go of TAG1 on Nightmare - finished it in a sitting. Honestly, it wasn't as hard as I was expecting, although I am playing the now-nerfed version.
I'm tempted to say I like the nerfs related to the tentacles. I can't say I like seeing these enemies pop up anywhere, to be honest - nevermind in the middle of a foggy fight with a Possessed Arachnotron and a Doom Hunter. I think I could have done the fights even if the tentacles were left in, but it's just a fight that felt more inconvenient than challenging the first time I played it.
The tentacles have also been removed from the bridge fight on The Holt (against two Tyrants, one possessed, and a Doom Hunter). I think this one could have stayed as it was, to be honest. Once you've done the fight you know where the tentacles are and can prepare for it next time. The Slayer Gate for this level has also been toned down - an Archvile, Marauder and Doom Hunter have been removed if I remember correctly. I beat it first time on my Nightmare playthrough, but it was still pretty hard. Plenty of close calls. Again, I think it could have stayed as it was. For one of the game's most premier challenges, I don't think I should have been able to beat it first go.
The final boss is still very tough in my opinion, but I only died a handful of times against him. When I played on UV the first time around, I think it took me over an hour to beat. It's nice to compare the two experiences and see a pretty major improvement.
I also started TAG2 as I was in the mood for it, and beat the first mission of that. Only one death as I underestimated the purple goo section, threw a grenade down (forgetting about the Screechers) and royally screwed myself against the Mancubus. I think they're a really smart addition for something that's mechanically simple and just a re-skin. They've patched the Stone Imp weakness to the Shield bump, the miserable bastards. It was a fun little discovery in a DLC that was meant to be a "celebration" rather than an over-the-top challenge - yet, it's not allowed to stay. Some of these changes really do baffle me.
I doubt they're even considering it, but I'd like to see some weapon buffs in future updates. Full Auto could do with something extra (Sticky Bombs are too versatile to ignore), Unmaykr needs to be better than the BFG at literally anything, and maybe the Mobile Turret could do with something extra as I think it's pretty much outclassed by the mastered Micro Missiles. I was convinced that the Remote Detonation mod broke weakpoints, but I found out tonight that it doesn't, so that's a buff I think it should get.
I'm tempted to say I like the nerfs related to the tentacles. I can't say I like seeing these enemies pop up anywhere, to be honest - nevermind in the middle of a foggy fight with a Possessed Arachnotron and a Doom Hunter. I think I could have done the fights even if the tentacles were left in, but it's just a fight that felt more inconvenient than challenging the first time I played it.
The tentacles have also been removed from the bridge fight on The Holt (against two Tyrants, one possessed, and a Doom Hunter). I think this one could have stayed as it was, to be honest. Once you've done the fight you know where the tentacles are and can prepare for it next time. The Slayer Gate for this level has also been toned down - an Archvile, Marauder and Doom Hunter have been removed if I remember correctly. I beat it first time on my Nightmare playthrough, but it was still pretty hard. Plenty of close calls. Again, I think it could have stayed as it was. For one of the game's most premier challenges, I don't think I should have been able to beat it first go.
The final boss is still very tough in my opinion, but I only died a handful of times against him. When I played on UV the first time around, I think it took me over an hour to beat. It's nice to compare the two experiences and see a pretty major improvement.
I also started TAG2 as I was in the mood for it, and beat the first mission of that. Only one death as I underestimated the purple goo section, threw a grenade down (forgetting about the Screechers) and royally screwed myself against the Mancubus. I think they're a really smart addition for something that's mechanically simple and just a re-skin. They've patched the Stone Imp weakness to the Shield bump, the miserable bastards. It was a fun little discovery in a DLC that was meant to be a "celebration" rather than an over-the-top challenge - yet, it's not allowed to stay. Some of these changes really do baffle me.
I doubt they're even considering it, but I'd like to see some weapon buffs in future updates. Full Auto could do with something extra (Sticky Bombs are too versatile to ignore), Unmaykr needs to be better than the BFG at literally anything, and maybe the Mobile Turret could do with something extra as I think it's pretty much outclassed by the mastered Micro Missiles. I was convinced that the Remote Detonation mod broke weakpoints, but I found out tonight that it doesn't, so that's a buff I think it should get.