Took the survey, overall I really liked the game. I put around 80 hours into it, though I'm sure there are others with much more. I love the tile based and turn based combat, really more of that and I'm in. I answered "yes" to HD remakes because, well why not, but truthfully I've never been able to follow the story in M&M and this one is no exception. M&M 6 is one of my favourite games ever and I couldn't tell you what it was about, other than aliens and kickass dungeons
Overall performance with the game I thought was OK, but certainly at some points when it begins loading a new zone it thrashes like crazy. When it's not loading though, it worked fine.
I would like to see the magic system expanded, I didn't think there were enough spells... or maybe not enough spell progression? It felt like at expert for most of the schools I had any spells that were worthwhile, and I could buy them all in the starting town. The GM spells were really not that good for any school, though some like in earth were especially not useful. And every school should have viable damage at expert level, as well as AoE damage. I felt like if you didn't have a fire and/or air GM, magic damage was pointless. I remember in M&M 6 pretty much every school had a good 1-2 offensive spells so it made different party builds more viable.
Speaking of party builds, I found it was too easy on warrior mode between classes and skill points to make a non viable party. Ranged was useless, and there was not good enough feedback to let you know just how important weapon skill and perception was. It would also be nice in a tooltip or something if it let you know that "balanced" characters don't seem to be the way to go. I had FAR more success on subsequent playthroughs if I just maxed out 1 skill at a time (at least to master) before moving on to the next, vs. moving everything up to "expert" level to make them equal. I know its not popular with the "hardcore" but I feel that a respec option would have been a big time saver. If you don't like it, don't use it, but it would have saved me a re-roll at any rate once I learned how weak expert only magic is, and not to put points into ranged combat
Similarly with the difficulty, warrior mode was too unforgiving with a bad party build. I routinely found myself in Act 2 running out of potions, and with no way to grind gold on re-spawning enemies I had no way to buy more. If I had the correct build the first time I think warrior mode would be ALMOST right. Conversely on Adventurer mode it was far too easy; enemies didn't stand a chance and even in the early game (Act 2) I could simply celestial armour and melee with all of my characters (even my mage) and get great results on any trash mobs. Combat on warrior mode was brutal without scrambling for any form of CC (even gust/roots, sleep was a godsend), on Adventurer mode I don't think I used CC even once.
One thing I've always enjoyed in M&M is that the debuffs are really nasty and have to be taken seriously. Poison, Curse, Weakness, etc... many games have things like that but when you get hit with them you don't even care (I'm looking at you D&D)... just a minor nuisance to clean up after the battle when camping. This game was similar, you had to clean debuffs very quickly and carry a cache of potions for stuff like feeblemind if your cleanser got nailed, definitely appreciated... even late game basic debuffs like poison could be quite bad on your lower health caster characters.
Overall a very enjoyable game... give me more Ubi, I will buy it! I'm loving this minor resurgence in old-school type games with a fresh coat of paint and a few tweaks. It gives me the blast of nostalgia I crave without having my eyes bleed out on 320x240 gog classics (<3 ya gog). I'd take another one of these games any day, but I'd pay real money for something remade in the vein of the TSR Gold Box series.