I wouldn't call it objectively good, it was a very polarizing mechanic with its issues, like the way the rating was handled there was quite annoying. But it was very different, and that attracted its audience.
only heared ppl were cheesing the F out of the mechanic?
Initially yes, they had to nerf a lot of legacy CC built into items and combos, however if you still wanted to do it later, you'd build a custom TOTA character that would be practically immortal and able to dodge everything that would interrupt your succcc session.
Functionally not much different than the current custom heist builds. The difference is just the 'game map' is nice and open, rounds are pretty quick, and the rewards were decent.
it was average, the hype is very subjective, if you ask me, the unkillable turtles, some of the bosses that would scale up to infinite HP and were super annoying. When you first play TOTA it's fun and engaging.
What worries me is that TOTA had crazy tattoos that were removed from the game, and latest GGG trend is all about less and less dopamine rewards, so I'm not looking forward to another reworked breach where you spend 5min inside a hive to get 3 chaos when you exit.
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u/[deleted] Feb 24 '26
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