

This also got docked a few points mainly for my disappointment of no new level caps (although now I omit this because of adding those to the season pass), and for this being the one DLC Gearbox needed to do right, not only with the pacing, but with the gameplay balance and partially towards humor, they seemed to mill it out for unknown reason. I have heard of more seraph gear available in this DLC, but the means to get so is still difficult at best, like the witch doctors. IF i do find out, I could get an opinion on it, but more or less it's just a place to waste unecessary Eridium. There is only 4 location in this entire "continent" of Aegrus, despite that on the actual map the continent doesn't look anymore than the size of Rhode Island! Anyway, there is a strange "offering furnace", scattered around Aegrus where you can spend Eridium for some unknown reward, which hasn't been specified or even known yet. The narrative pacing is slow, as the main nemesis is literally asking you to be archenemesi's with you anyway, which unfortunately you must comply, and overall the length of playing isn't that long to begin with. One of the main problems with this particular DLC is that this time the DLC isn't mainly focused around a secret vault with a supposedly inexplicable way of opening it, rather, the treasure is just there after dealing with the eccentric Nakayama, who I do congratulate Gearbox for making him intentionally a bad guy, and not that kind of "bad".
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Not to mention the witch doctors are defiantly are going to be the most difficult because of both frequency and how to deal to with them individually. Although the dlc title does fit more than half of the quests you'll do (killing big game), most of the game you fight surprisingly are less difficult than most commons you fight, perhaps because of their frequency rather than individual difficulty.


The new creatures are perhaps the best deal you can get with unique enemies, with a return of the Drifters (although I don't get why they seem to left only for DLC content, as they ironically did this with General Knoxx as well) as well as a whole new barrel of interesting creeps to fight. The savages themselves aren't too hard, more of your typical bandit clones but fitted to look more, as you say "savage" and communicate in what seems like intentional jarbles.
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The witch doctor is perhaps one of the most frustrating common enemies you'll come across, as they are immune to headshots, have a gargantuan sized health bar, deal massive damage almost instantaneously, not to mention they're spells allow them to regenerate health, cripple you, upgrade fellow savages up to ultimate badass and can't be phaselocked nearly as long as most creeps, worst of all having at least one show up in a midst of a savage group. The gameplay itself has stepped up a notch not exactly in diversity but more in difficulty, and actually, quite a lot so. Don't get me wrong, on it's own it still stands well enough to play through, what with the usualness of BL2's comedy, gravity of gameplay and environments, with this one tuning to a more murkier, mysterious wasteland with plenty of high arching cliffs and jagged forestry. For this standing on the panultimate stand of DLC releases (sharing it with BL1's General Knoxx's Armory), compared to the most exuberant For this standing on the panultimate stand of DLC releases (sharing it with BL1's General Knoxx's Armory), compared to the most exuberant General Knoxx DLC this is a pretty trifling disappointment.
