Info about Monster Train: The Last Divinity DLC:

Official game description:
Epic new content expansion for Monster Train bringing new challenges, more replayability, and a new clan!  
*   A new clan, the Wurmkin **\*Note: the Wurmkin clan unlocks upon completing Covenant level 1.\***  
*   Pact Shards; the new currency bringing benefits at a cost  
*   New endboss: The Last Divinity
**The Wurmkin Clan**
--------------------
**The 6th clan has been summoned!**  
A new clan has risen from the depths of hell to join forces with your 5 original favorites. The Wurmkin Clan is led by two powerful new champions. The Spine Chief uses the power of Charged Echoes to do damage and make compatriots even more powerful and the Echowright can tap into the power of consumable spells in all new ways. Charged Echoes create buffs for the whole floor and bring a completely new gameplay mechanic to the already diverse world of Monster Train.  
**Pact Shards**
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**Gain new divine powers but beware of the costs**  
Pact Shards are a brand new currency; unlike gold, you reap benefits when you GAIN shards rather than when you spend them. But beware the tradeoff, they also enhance the power of your enemies in battles throughout your run. You acquire the Pact Shards in the Shard map nodes on your journey in the Boneshaker. Each ring has one Shard map node, so be sure to look for them. You can take on more Shards to gain gold, artifacts, or spell upgrades, or to perform a new mechanic called unit synthesis where two monster units are merged into one. If you have gained 100 or more Shards when you defeat Seraph, a new battle unlocks and you can face – The Last Divinity!
**The Last Divinity**
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**A new danger has awoken to challenge all those who absorb the power of the Pact Shards**  
The clans of Hell will need to rally together and support the Wurmkin clan, as a new ominous deity interferes with the ongoing battle between the forces of Heaven and Hell. The Last Divinity is so huge it can’t be contained to one area and instead imposes itself over all 3 floors at once. Prepare, as all your previous knowledge and strategy will be pushed to the limit to defeat this last divine force. What will tip the balance?  
**
Overview of new features
------------------------
**  
*   A new clan, the Wurmkin  
*   Pact Shards; the new currency bringing benefits at a cost  
*   The Last Divinity endboss  
*   Unit synthesis; combine two monster units into one  
*   New rare cards for Existing Clans  
*   New Concealed Caverns Events  
*   5 New non clan specific cards  
*   10 new mutators  
*   5 new expert challenges  
*   3 new mastery card frames to unlock

Release date: Mar 25, 2021

Categories: Roguelike Deckbuilder, Deckbuilding, Card-based Gameplay, Turn-based Combat, Roguelite, Strategy

Feature scans:
- MTX: score 10; verdict: Fair / Traditional Paid DLC; summary: The reviews focus on the paid DLC's price-to-content value, difficulty and RNG frustration with the new faction, and positive support for more DLC and free updates. There is no evidence of in-game microtransactions, real-money gacha, loot boxes, paid boosters, or a cash shop. Complaints are limited to traditional DLC pricing and gameplay difficulty, so the monetization profile is fair under the audit criteria.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $20.00 - $25.00
  - Reasoning: The reviews anchor the DLC price at roughly 10 EUR as almost half of the base game, implying a base-game value near 20 EUR, or about $20-$25. They also treat the base game as content-rich and strong enough to justify its full price, while framing the DLC as overpriced relative to that base content. This supports a community fair base-game range around $20-$25.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: 36.0h
  - Reasoning: The DLC-focused quotes describe long-term replay value: one reviewer says the DLC pulled them back for another several dozen hours, another expects several tens of more hours, and a third compares the price to a film lasting several dozen hours. These support a rough endgame/replayability estimate of about 36 hours as a conservative lower-bound reading of 'several dozen.' The 10-hour quote shows meaningful DLC playtime but does not establish completion time, story completion, or a typical session length, so those metrics remain null.
- Time-to-fun:
  - Summary: Early Pact Shard play is reported as punishing and tedious, but players who invest shards effectively and reach the late game describe powerful combos and the mechanic as the game's best late-game addition.
  - Stance: Clicks after
  - Anchor: Reaching the late game with pact shards
  - Time to anchor: N/A
  - Friction: Pact Shards raise difficulty and punish random/non-meta decks.; A 200 HP enemy can appear mid game or in the first few turns.; Taking shards and the boss fight create a severe difficulty spike.; Unlocking a character's potential becomes tedious after multiple runs.; Covenant 1 presents a skill wall for some players.; Late-game covenant ranks expose flaws and imbalances.
  - Unlock drivers: Getting full value from every shard spent.; Divine shard buffs opening fun combos.; Infusing more cards in the deck.; Reaching the late game with Pact Shards.
  - Conditions: Recommended for players already hooked on the base game.; Pact Shards are necessary to unlock the last fight.; Random/non-meta shard use triggers harsh early enemies.; The mechanic is best in the late game, while early game is different.; Covenant 1 skill wall is accepted by some as necessary progression.; Late-game covenant ranks expose flaws and imbalances.; Spending more shards raises difficulty but adds depth and combo potential.; Without sanely scaled progression, replaying the base game with shards disabled is unappealing.
- Player Archetypes:
  - Base-Game Devotee (no buy)
    - Motivation: Continuing to enjoy the mastered, well-loved base game loop without disruption
    - Playstyle: Dedicated, repeated runs of the base game with deep familiarity of its systems
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: fans of the basegame
    - Reference games: N/A
  - Challenge-Hungry Veteran (buy)
    - Motivation: A fresh, harder challenge after fully mastering the base game
    - Playstyle: Optimized, high-difficulty runs pushing into new expansion mechanics
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Casual Time-Constrained Player (sale)
    - Motivation: Quick, low-investment bursts of fun and excitement without a long grind
    - Playstyle: Short occasional sessions with little interest in deep meta or progression
    - Experience: newcomer
    - Purchase stance: sale
    - Labels: casual gamer
    - Reference games: N/A
  - Value-Conscious Deckbuilder Veteran (deep sale)
    - Motivation: Getting fairly priced, well-designed content that matches genre standards
    - Playstyle: Analytical deckbuilder play comparing systems, balance, and build finalization
    - Experience: familiar
    - Purchase stance: deep sale
    - Labels: N/A
    - Reference games: Slay the Spire


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- DLC mechanics add depth (weight 0.94): The DLC introduces new mechanics like pact shards, unit merging, and infusions that add significant depth and fun. These mechanics trade increased power for increased difficulty, appealing to players who enjoy complex systems.
- New clan praised as fun (weight 0.78): Many reviewers find the new Wurmkin clan enjoyable, interesting, and well-designed. It offers fresh strategies and a unique playstyle that makes players think differently.
- Pact shards risk-reward praised (weight 0.41): Pact shards introduce a risk-reward system where players can gain powerful buffs at the cost of stronger enemies. This mechanic is considered fun, meaningful, and a favorite addition.
- Unit merging and fusion fun (weight 0.39): The unit merging mechanic, where you sacrifice a unit to buff another, allows for powerful combinations and customization. It is a standout feature that enables clever and broken builds.
- Good value for the price (weight 0.36): Many reviewers feel the DLC is worth full price due to the amount of content and enjoyment it provides. It offers days of content and extends the game's shelf life.
- New boss and endgame content (weight 0.36): The Last Divinity boss and the new endgame provide a satisfying challenge with multiple phases and attacks. It adds a meaningful conclusion and more goals to work towards.
- New cards and events added (weight 0.32): The DLC adds new cards for all clans and new events that increase variety and freshness. These additions are well-received and enhance the overall experience.
- Adds new difficulty and challenges (weight 0.29): The DLC introduces higher challenge levels and a steeper difficulty curve that some appreciate. It provides more hours of play and a satisfying endgame for experienced players.
- Positive reviews are strong (weight 0.26): Many reviews express strong satisfaction, calling it one of the best DLCs and highly recommending it. The overall sentiment is overwhelmingly positive.
- Base game is excellent (weight 0.25): Reviewers highly praise the base game as an outstanding deckbuilder with polished mechanics. It is enjoyable and recommended even without the DLC.
- New resource system interesting (weight 0.22): The new resource system, such as crystals or shards, adds an interesting layer of strategy. It is well-implemented and enjoyable to manage.
- Extends replayability (weight 0.2): The DLC adds significant replay value, with new content that keeps players engaged for many more hours. It enhances the already high replayability of the base game.
- Soundtrack and production values (weight 0.17): The soundtrack is highlighted as memorable and a major reason the game stands out. Production values, art, and sound direction are praised as excellent.
- New artifacts and relics (weight 0.17): The DLC adds new artifacts, including some for existing clans, which are generally well-balanced and add variety. These are appreciated additions.
- Good for experienced players (weight 0.17): The DLC is especially recommended for players who loved the base game and want more. It offers new challenges and content that appeal to veterans.
- Optional and moddable content (weight 0.13): Players can easily disable the added content for vanilla runs or use mods to balance the game. This flexibility is valued.
- New events and caverns (weight 0.13): The new events and Concealed Caverns are interesting and unique, adding fresh experiences to runs. They are a welcome addition.
- Balance changes welcomed (weight 0.11): The free balance changes that came with the DLC improved the base game and were well-received. They make the game more enjoyable and balanced.

Common complaints:
- New clan weak and complex (weight 0.96): The Wurmkin clan is frequently criticized as weak, over-complicated, and RNG-dependent, with mechanics like Infuse and Charged Echoes being difficult to utilize effectively. Many find it less fun than existing clans.
- Pact Shards poorly balanced (weight 0.82): The Pact Shards mechanic significantly increases difficulty and is often frustrating, with many players feeling it forces un-fun decisions and makes runs heavily RNG-dependent. It is poorly explained and can lead to impossible situations.
- Final boss overly difficult (weight 0.7): The new final boss is exceptionally hard, often requiring near-perfect RNG and specific builds to defeat. Many players report numerous failed attempts, with some never winning even at low covenant ranks.
- Forces specific builds (weight 0.62): The added difficulty and boss mechanics force players into a few very specific builds, such as heavy DPS or unit merging, reducing strategic variety. Many decks become unviable, and players feel they must rely on overpowered combos.
- Added mechanics break balance (weight 0.58): The new mechanics like Infuse, Pact Shards, and crystal system are seen as breaking the game's balance, causing power creep and making old cards and units obsolete. Many players report that the game becomes unbalanced and less enjoyable.
- Difficulty via RNG not skill (weight 0.46): The DLC shifts the game's balance heavily toward luck, with victory often depending on perfect RNG for upgrades, artifacts, and card draws. Many players feel skill becomes nearly irrelevant, leading to frustration.
- Not as fun as base game (weight 0.43): Many players find the DLC less enjoyable than the base game, citing a drop in quality and fun factor. Some regret purchasing it or have quit playing entirely.
- Too many bad cards/artifacts (weight 0.43): The DLC adds many new cards and artifacts that are considered weak or unusable, diluting the pool and forcing players to waste resources removing them. This reduces deck-building quality and enjoyment.
- DLC not worth price (weight 0.42): Many players feel the DLC's price is too high relative to the content it adds, with some saying it hardly does enough to cost almost half of the full game. The price is considered steep, especially compared to free updates in similar games like Slay the Spire.
- Boss counters Frostbite and Reap (weight 0.35): The final boss removes status effects each turn, making Frostbite stacking and the Reap mechanic completely useless against it. This invalidates many strategies and specific cards or units.
- Boss fight design unfair (weight 0.35): The final boss fight is often described as poorly designed and unfair, with mechanics that feel like cheap shots rather than interesting challenges. Specific issues include full-screen attacks, debuff cleansing, and no buffer before the fight.
- Egg and Reap mechanics underwhelming (weight 0.33): The Wurmkin's Egg and Reap mechanics are seen as weak and unsatisfying, with low damage caps and awkward synergy requirements. Many find them not worth the effort.
- Lack of content for price (weight 0.29): The DLC offers little content relative to its price, with few new game modes or substantial additions. Many feel it doesn't extend gameplay enough for the cost.
- Champions poorly designed (weight 0.28): The new champions, especially the second one, are criticized for poor design, such as low stats, awkward upgrade paths, and reliance on random starting cards. This makes them weak and frustrating to use.
- Difficulty spikes at low covenants (weight 0.27): Even at low covenant ranks, the DLC introduces absurd difficulty spikes that make runs nearly impossible without perfect play or luck. Many players struggle to complete runs on the lowest settings.
- End boss lacks new mechanics (weight 0.19): The final boss is criticized for lacking unique or interesting mechanics beyond high stats, full-screen attacks, and debuff cleansing. Many find the fight poorly designed and unfair.
- Starting with DLC inadvisable (weight 0.15): Several players advise against starting the game with the DLC enabled, as it can overwhelm new players with added complexity and difficulty. Some even consider disabling it to preserve the base game experience.
- Wurmkin unlock requirement unclear (weight 0.15): The requirement to beat Covenant Level 2 to unlock the Wurmkin clan is not stated anywhere in the DLC, leading to confusion and frustration. Players who bought the DLC expecting immediate access were disappointed.
- Visual clutter and performance (weight 0.11): Some players report visual clutter and laggy performance due to the new mechanics and units. Wurmkin units specifically are noted as cluttered and immersion-breaking.
- Mod restrictions on single-player (weight 0.08): The DLC restricts mod usage, causing covenant level not to upgrade if mods are used. This is seen as unfair in a single-player game with Steam Workshop support.

Gameplay feedback:
- Pact Shards increase run difficulty (weight 0.44): Pact Shards scale difficulty as they accumulate, strengthening enemies and affecting the entire run rather than just one level. The DLC introduces this mechanic, which adds depth but demands careful planning.
- True final boss requires planning (weight 0.44): A true final boss, such as Divinity or The Last Divinity, spawns at the end of a run and requires careful planning throughout. It has unique mechanics like immunity to Frostbite and attacks every floor each turn.
- Wurmkin clan added in DLC (weight 0.41): The DLC introduces a new clan called Wurmkin, featuring two champions to unlock. The Wurmkin clan uses a crystal system where crystal cards provide resources and is more complicated than existing clans.
- Covenant 25 difficulty levels (weight 0.27): The game includes Covenant difficulty levels up to 25, with each rank increasing the challenge. These levels provide a structured difficulty progression for players.
- DLC adds new clan and mechanics (weight 0.21): The DLC adds a new clan, new events, new cards, and a new resource system, along with novel mechanics. It also includes new cards for every clan from a previous update.
- New secret boss added (weight 0.17): An extra challenging boss, possibly a secret boss, is added to the game. This provides additional end-game content and tests players' skills.
- Spell buffing and infusion (weight 0.15): Spells can be buffed, and there is an infusing mechanic along with Infuse/Crystal mechanics. These systems add layers of strategy to deck building and combat.
- Monster merging mechanic (weight 0.12): Monster merging is a mechanic where merging two monsters together carries all the abilities and upgrades of one onto another. This allows for powerful combinations and strategic depth.
- Pact Shards unlock final boss at 100 (weight 0.09): Collecting 100 Pact Shards unlocks the true final boss fight, with 100-120 shards considered the recommended range. At this threshold, The Last Divinity boss spawns at the end of the run and attacks every floor each turn.
- Shard system core to runs (weight 0.09): The shard system lets players build their runs around it, as collecting shards increases difficulty and unlocks the final boss. Taking shards unlocks the final fight but also strengthens enemies.
- New mechanics trade power for difficulty (weight 0.09): New mechanics offer increased power in exchange for increased difficulty, adding depth, options, and combos. This creates a risk-reward dynamic for players.
- Pact Shards boost monster power (weight 0.09): Pact Shards allow players to infuse units into monster power cards and grow monsters larger. They also increase the power of enemies in general, adding risk and reward.
- Sacrificing creatures grants buffs (weight 0.09): Sacrificing creature cards gives another creature card a buff, with each sacrificed creature providing a different bonus. This mechanic encourages thoughtful deck building and resource management.
- DLC mechanics are optional (weight 0.08): The DLC's mechanics, including Pact Shards, can be disabled, allowing players to enjoy the base game without the added difficulty. This provides flexibility for different playstyles.
- Focus on careful planning (weight 0.08): The game emphasizes careful planning and deck building, especially when using new mechanics. Success requires strategic decision-making and adaptation.

Performance notes:
- Laggy performance issues (weight 0.05): Players experience significant lag that disrupts gameplay. This performance problem was reported consistently in the feedback.

Recommendations:
- Recommended for base game fans (weight 0.35): Many reviewers recommend the DLC specifically for players who enjoyed the base game, suggesting it is a natural extension. This sentiment appears across multiple clusters with consistent positive framing.
- Mixed or negative recommendations (weight 0.34): A notable number of reviewers cannot recommend the DLC, citing regrets or advising to stick with the base game. Some mention specific issues like unbalanced mechanics or poor design choices.
- Endgame challenge for experts (weight 0.31): The DLC is frequently described as designed for expert players who have mastered the base game and seek a tougher challenge. It is not recommended for casual or new players.
- Positive must-buy sentiment (weight 0.31): A portion of reviewers consider the DLC a must-have for fans, with strong recommendations and even calling it the best DLC they've purchased. This is often tied to love for the base game.
- Not for new players (weight 0.29): Several reviewers explicitly warn against starting with the DLC or buying it as a new player, advising to first play the base game extensively. It is seen as endgame content requiring mastery.
- Price concerns and sales (weight 0.29): Many reviewers feel the DLC is too expensive at full price and recommend waiting for a sale or buying only at a discount. Common thresholds include under $5 or half price.
- Balance issues mentioned (weight 0.15): Several reviewers criticize the DLC for being unbalanced or having subpar design choices. However, some believe balance issues are temporary and can be fixed.
- Worth full price for some (weight 0.12): Despite price concerns from others, some reviewers found the DLC well worth full price or were happy to pay it. This indicates a split in perceived value.
- Adds limited content (weight 0.12): Some reviewers feel the DLC offers little content on its own, with only a new clan and pact shard mechanics. This contributes to negative recommendations.
- Wait for content to grow stale (weight 0.11): Some advise new players to play the base game first and only buy the DLC after maxing clans or when content feels stale. This is a common recommendation for pacing.
- Good addition, not bad (weight 0.11): Some reviewers consider the DLC a good addition to the original game and not a bad purchase. This reflects moderate positivity.
- Not worth at current price (weight 0.09): Several reviewers state the DLC is not worth its current price point, with some specifying $12 as too high. This ties into the broader price concern.
- New clan and mechanics praised (weight 0.08): Some reviewers highlight the new clan, pact shards, artifacts, and ice cave events as worthwhile additions. The minion merging mechanic is specifically called out as a must-have feature.
- Enhances original game (weight 0.08): A reviewer states that if you liked the original game, the DLC enhances it to be better. This positive view is echoed by others who see it as a good addition.
- Support developers but not gameplay (weight 0.08): A few reviewers suggest buying the DLC to support the developers even if the gameplay isn't worth it. This reflects a mixed motivation.
- Recommend against due to price (weight 0.05): One reviewer specifically recommends against the DLC primarily because of its price. This is a clear reason for negative recommendation.
- Avoid the misguided DLC (weight 0.05): One reviewer strongly advises avoiding the DLC, calling it misguided. This is an extreme negative opinion within the feedback.
- Regret purchasing DLC (weight 0.05): A reviewer expresses regret over buying the DLC, indicating dissatisfaction. This aligns with other negative sentiments.
- Soundtrack recommended (weight 0.04): One reviewer recommends listening to the soundtrack even for those not interested in deckbuilders. This highlights a positive aspect beyond gameplay.
- Barely recommended (weight 0.04): One reviewer rates it as barely recommendable, indicating mixed feelings. This captures the borderline sentiment some players have.

Other player notes:
- DLC pricing perceived as high (weight 0.36): Reviews frequently mention the DLC is expensive at full price, costing almost half the base game, and suggest it is only worth it at a discount. Some state a fair price would be around $8 or a third of the current price.
- High difficulty complaints (weight 0.19): Many players struggle with the DLC's difficulty, especially the new final boss Divinity, with some experiencing losing streaks. The skill wall at Covenant 1 is a common complaint.
- Compared to Slay the Spire (weight 0.18): The game and its DLC are frequently compared to Slay the Spire, with the final boss likened to the heart fight. Some note the DLC brings less content than Slay the Spire's free updates.
- Adds significant playtime and content (weight 0.15): The DLC provides literal days of content, easily adding 100+ hours of gameplay and new challenges. Reviewers note it expands the base game's replayability.
- New final boss Divinity (weight 0.15): The DLC adds a true final boss called The Last Divinity, which appears after activation and counts toward covenant progress. It is comparable to Slay the Spire's heart fight in requiring key collection.
- Base game remains strong (weight 0.15): The base game is praised for its replayability, well-designed clans, and ability to form functional builds. Free updates added substantial content even before the DLC.
- DLC feels unfinished (weight 0.15): Some reviewers describe the DLC as unfinished, with issues that may be fixed in future patches. Others note missing translations and a small amount of new content.
- Review copy and score (weight 0.12): One review copy was provided by the developer, and a score of 3/5 was given. The reviewer played for about 30 hours or over 10 hours with 100 total.
- Moderate quality drop from base (weight 0.12): Some reviewers feel the DLC is a moderate drop in quality from the base game, citing issues like lack of polish and balance concerns. Others disagree with this assessment.
- Positive impact on modding (weight 0.11): The DLC's direction is seen as positive for future updates and modding, with an unofficial balance patch mod already available. It changes the game drastically and can be disabled.
- New faction synergy praised (weight 0.08): The new Wurmkin faction is noted for avoiding poor synergy problems of previous factions, though its echo mechanic is considered less rewarding than Umbra's morsels.
- Good value for money (weight 0.08): Several reviews consider the DLC a good value, comparing its price to a cinema ticket for dozens of hours of gameplay. It offers a good amount of content for the price.
- Balance changes affect gameplay (weight 0.08): The DLC brings balance changes compared to the pre-DLC state of Monster Train. Some feel it negatively impacts balance, while others see it as a positive direction.
- Free content precedent set (weight 0.08): Other developers tend to add similar content to deckbuilders for free, and the developers delivered free content before the DLC. This sets expectations that the DLC should offer more.
- Single-player reduces balance concerns (weight 0.08): Some reviewers argue that because the DLC is a single-player game, balance issues are not a problem. Others note that players still complain about difficulty.
- DLC compared to other expansions (weight 0.08): Reviews compare the DLC to The Witcher 3: Blood and Wine and XCOM 2: War of the Chosen, though some say it falls short. It is also compared to Final Fantasy 8 regarding enemy scaling.

Emotions:
- Frustration (weight 0.39): Players are frustrated by the Pact Shards mechanic, which ramps up difficulty too steeply and lacks a way to remove shards, making runs feel impossible. The final boss's ability to cleanse debuffs like Frostbite invalidates many builds, and the heavy reliance on RNG for crystal upgrades and card draws exacerbates the unfair difficulty, especially at high covenants.
- Disappointment (weight 0.35): Disappointment stems from the DLC feeling unfinished, unbalanced, and less fun than the base game. The new Wurmkin clan is underwhelming and RNG-dependent, the crystal system feels hollow, and the endgame shifts focus from deck building to deck thinning, while the final boss's debuff cleansing hurts frost-stacking builds. Many feel the DLC adds little replayability and is overpriced for its content.
- Excitement (weight 0.12): Excitement is driven by the new possibilities the DLC brings, such as fusing units, boosting spell damage, and using divine shards to create powerful combos. The new clan's floor mechanic with crystals and the risk/reward systems add fresh, intense gameplay that keeps players engaged for dozens of hours.
- Enjoyment (weight 0.12): Enjoyment comes from the fun new mechanics like monster fusion, pact shards, and infusions that allow for broken deck combinations. The Wurmkin clan offers a fresh and interesting playstyle, and the challenge of the new boss fight is satisfying when overcome.
- Satisfaction (weight 0.12): Satisfaction arises from the DLC's interesting mechanics that extend replayability, such as shard modifiers and the end-of-run boss, making the game feel complete. Minion merging and beating The Last Divinity after learning the mechanics provide a strong sense of achievement and value.
- Dissatisfaction (weight 0.07): Dissatisfaction is caused by the Wurmkin clan being over-complicated, weak, and unsatisfying to play, with victory often depending on luck rather than skill. The DLC is also seen as overpriced, less fun, and suffering from power creep that reduces viable strategies.
- Anger (weight 0.05): Anger is fueled by the final boss being immune to Frostbite, rendering entire class paths useless, and forced bad starting cards determining run viability. Additionally, mod usage breaking covenant upgrades and the high price of the DLC for its content contribute to the anger.
- Annoyance (weight 0.04): Annoyance stems from infusions pushing card choices toward unwanted infused cards, the crystal system adding unnecessary complexity and RNG, and the difficulty feeling artificial and impossible to beat with skill. The unit upgrading mechanic also highlights the problem of having too few units in the deck.
- Regret (weight 0.02): Regret is primarily due to purchasing the DLC and then losing a majority of runs, with some feeling the purchase was a mistake after discovering the Covenant 2 requirement.
- Dislike (weight 0.02): Dislike is caused by the Pact Shards mechanic's randomness and The Last Divinity's resistance to Reap and Frost, which makes those mechanics useless for that fight. The final boss's immunity to conditions is also a major point of dislike.
- Love (weight 0.02): Love is expressed for the crazy things players can do with the new mechanics, which add depth, options, and combos to the game.
- Distaste (weight 0.01): Distaste is directed at the DLC content as a whole, without specific reasons provided.
- Helplessness (weight 0.01): Helplessness is felt after facing the boss over 89 times and only winning once, creating a sense of insurmountable odds.
- Stress (weight 0.01): Stress is caused by facing the final boss on the hardest difficulty, which is a highly challenging and tense experience.
- Appreciation (weight 0.01): Appreciation is felt for the epic soundtrack during the final boss fight, as well as the added temples, the challenging Last Divinity boss, and the sense of achievement from winning.
- Overwhelm (weight 0.01): Overwhelm results from the dramatic difficulty spike introduced by the new mechanics, which can be too much to handle.
- Happiness (weight 0.01): Happiness comes from having more options and challenges to add to runs after putting many hours into the base game.
- Confusion (weight 0.01): Confusion arises because it is not clear how much Pact Shards increase enemy power or the increments, and why the final boss resists mechanics that work for the first eight fights.
- Disagreement (weight 0.01): Disagreement is expressed toward reviews that claim the content is unbalanced or unfair, suggesting a differing perspective.
- Admiration (weight 0.01): Admiration is held for the DLC, considering it one of the best in gaming history.}