Top 5 Things Descent did Wrong #Shorts
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Descent is the last Exo-Zombies map. Here’s five things it did wrong.
#5: While the Oz Boss Fights are a step forward for the gamemode, the fact you’re forced to fight him every single game can be a bit annoying. Sometimes you just want to play the map without having to fight a major boss between climbing the rounds.
#4: While the Trident is a great wonder weapon in concept, it’s execution isn’t perfect. The shots aren’t strong enough to rival more popular wonder weapons, and bouncing shots off walls to kill Zombies effectively doesn’t work well with the map design or the way the Zombies move.
#3: Speaking of the map design, Descent is very linear. From spawn it’s a straight shot to the exo room and the edge of the map. It’s similar to Moon in a lot of ways, but with somehow ever fewer choices.
#2: Descent only has one Decontamination Zone. This brings back the same problems with Outbreak and Infection where Infected rounds boil down to players camping in one area of the map, completely destroying the intended effect of these enemy types.
#1: Descent goes backwards in its accommodations for Exo-suits. While there are some areas that are at least tall enough to work well, very few are wide enough to work, and the amount of tight hallways has increased. It’s an obvious step backwards compared to Carrier and even Infection in this regard.
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