October 2019
October 2019
October 2019
Kind of a sidenote but one thing I think we should celebrate is that they changed the annoying '0 damage to the garden/graveyard' so it instead has a threshold for that wave of 125 damage so you don't lose your bonus from a single weed shooting the thing randomly.
Also so glad that ever since GW2 they cut out the 'don't take any damage' waves we had in GW1 and replaced them with the 'no knockouts' bonus wave instead. Taking 0 damage in a wave isn't impossible, but it isn't exactly common either, the slightest bit of damage in this GW bonus wave, even 1 point to anybody, cancelled the bonus!
October 2019
October 2019
October 2019 - last edited October 2019
@ippig if you mean here in BfN, the 0 damage waves to the garden/graveyard have been in the game since GW1 but in both GW games, ANY damage cancelled the bonus. In BfN you'll see a counter in the upper right that shows 125/125 and counts down if it takes any damage, if it exceeds 125, you lose the bonus, so instead of any damage cancels it, you have a window to work with so it can take a little damage and still count which is nice.
In GW1, there was a special version of the bonus waves where if any player took and damage at all, you'd lose the bonus. It was removed for GW2 thankfully. I do miss the 'protect the small gardens' and 'hack the <things>' as special missions from GW1 though.
October 2019
October 2019
@ippig wrote:
@Iron_Guard8Ah ok, that's the difference. I haven't played Garden Ops much to be honest.
At this rate, phase 3 of Ops seems promising!
October 2019
October 2019
I actually prefer the 5 wave duration. I get to switch sides and see bosses more often. It also helps me partition the time I have available. If it were 10 waves, sometimes I wouldn't start one for fear of having to leave in the middle of it.