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Then again, this comes from a person who actually enjoyed the House at the Edge of Time in Kingmaker (although truth be told I have only cleared it completely only once in my three runs of Kingmaker).
In theory it´s nice, in practice it´s many button clicks, which are unnecessary. It´s basically like - to build the bridge to the topic - like the end dungeon of her quest...
Imho the game would benefit if there were way less scrolls to find, but those which are found, would be actually useful for the encounters ahead. I guess most of my inventory in the endgame was about scrolls and potions, which i never used - but didn´t want to sell either, as they could have been useful. Also many potions and scrolls lose their usefulness, when You can have 24h buffs. So the only scrolls which are really useful are the restoration ones, or resurrection ones, or legendary proportions, or anything which costs resources when casting them without scroll.
It would also be nice if the belt would actually pull a new scroll or potion out of the inventory by itself after using it - if it is available. That would be the QoL thing which could make me use more scrolls, or potions, or wands...
Else Nenio is cool. First i thought she´s arrogant, but she´s just confused and quite funny. Killing the guy in the fleshmarket for science was a thing i couldn´t pass. It´s not her questline, but what she contributes outside of it. Quite the talk-active member.
Ignored her, immersion breaking awful character.
The most frustrating part is how convoluted some of the puzzles are. Even with the solution in hands, i wasn't able to understand the logic behind some of them.
Oh, i'll definitly look into that, thanks !
Even when you know the logic of a puzzle or outright know the solution, it is immensely tedious to input the solution with the one-by-one click system of this UI. A unique puzzleboard pop-up would not have been too difficult to implement.
To get to each puzzle, you first have to clear out a bunch of filler undead and construct enemies who are immune to the usual Weird nuke you're using to clear pointless trash fights at that point in the game. If the area is meant to be focused on puzzles, then keep enemy count low or non-existent, just like the prior puzzle areas; I'm already max level and just want to wrap up the story, by that point, so any fight that is not an actual challenge is wasted time.
To power each puzzle, you have to collect crystals from all over the dungeon (some hidden behind missable Perception checks!), and then manually place each crystal... solve the puzzle... recollect and move each crystal... go to nex-....zzzzzzzzzzzzz...... Oh, they could have simply included less crystals that become permanently placed; one for each puzzle board.
Memory match puzzles aren't puzzles; they are a tedious click-fest as you trial-and-error to first see what's underneath each tile, and then click again to match them all. And for people who have legitimate memory issues that make them actually difficult, they are super painful because the player knows the logic of the puzzle but can't solve it without save-scumming or looking up the order step-by-step.
The dialogue "puzzles" boil down to remembering an earlier phrase and capitulating to the builder's massively bloated ego.
You can't simply run through the map on auto-pilot thanks to the snake head traps spewing out Exhaustion gas at a high enough level that no Spell Resistance will help you; your team might get whacked and then slowed down even further if you aren't micro-managing their movements in those areas.
Lore aside, the loot is awful. Sure, you get countless filler generic magic weapons to sell off after you leave, but money stopped meaning anything after you bought all the unique items only available in Act 4. The various Robe Of Element drops mean nothing, because you have Ascendant Element on every caster and most elemental spells check for Reflex saves if they even allow a save.
Ms. Sphinx does not match her canon personality at all, offers an obviously crummy deal, that deal has hilariously bad effects on both actual gameplay and the plot, and you get basically no tangible reward for all that work if you rightfully decline. I suspect the devs thought they were trying to do a clever "We warned you to leave some riddles unsolved!" thing, but that doesn't comfort a player who spent 4 hours in this place and countless time leading up to it.
Nenio, who previously shook off any negative experience, is suddenly very emotionally despondent about being a person from a strange source instead of gushing over the unique research opportunities? Character arc plot hole!