Orcs Must Die! Unchained - EVENTIDE RAMPARTS Walkthrough Guide Gameplay
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OMD 1 and 2 were primarily single player games. OMDU is designed primarily as a 3 player game. There needs to be design differences between them.
Co-ordination with other players is all that is required for a rube-Goldberg-esque setup. This is why we have guilds, friends lists, and in-game chat. There is also the option for using Discord (or similar) to voice chat with your partners.
Several of the maps (not just the siege maps) have a very fixed trapping setup. An example is Eventide Ramparts. There just isn't much by way of choice as to how to set it up short of intentionally making it harder for yourself.
Several of the heroes need more love to adapt them to the new game. Ivy, for example, still struggles to use her skills effectively, since now she REALLY shouldn't be in the middle of a fight due to the increased numbers, making her root less than useful, and heals in general are less of a thing now. Midnight has also lost her niche, now that stealth is not really all that useful or fun (sneaking up on a person and shanking them from stealth was fun, sneaking up on an AI...). It's not about the stealth anymore so much as just a move speed ability with a secondary visual effect.
One of the things I think that's being missed in considerations is you only have to be overly efficient ONCE. You get a 5* run, you never need one again. You can get 1* and still get rewards for each hero. What's that, you want to powerlevel so you want 5* for max xp? guess what, you'd want the most efficient route for that anyways, so does it really matter?
As for the maps, while true that some don't offer much variety, legit the only map that I feel a lack of variety on (aside from the siege maps) is falling folley. It gives you wall traps and a few floor traps, you're basically forced into physics traps, wall traps, or ballistas. Still though, it's fun and does have some variety. On ramparts you can do 3 or 4 different paths paths to the rift, including multiple different killboxes. To get par time you may only have 1 or 2 options, but you only ever have to get par once.
I dunno, if I need 5* I tend to group with people I know, or I solo it. I'm not saying what you're describing isn't problematic, but I'm saying there isn't necessarily a great way to say "I'm gunna pug with players and we're gunna get 5*". Plain and simple at that point it comes down to the players. What are you going to do to FORCE players to work together? You can't. You have to be able to rely on player's abilities to solo, or make a decent friend or find a decent guild.
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