![]() High Evasion now has a different cost formula. ![]() This change makes both much stronger in the endgame but lowers their early power as a result. These two abilities really fall off when bosses have hundreds of armor. ![]() Ritualist - Fantasy Seal and Spirit Mausoleum weaker early, stronger late This gives it a bit more idenity and utility. The Priestess has always been good, but this will give her some more build paths.įist of the Turtle Spirit is now fused with Meditation. Excellent for when you've had a bit too much pizza to be using it. It now reflects a portion of the damage taken for a small amount of health cost each second.Īura is now costless but has a longer cooldown. ![]() This reinforces his position as a bruiser rather than a carry whose early game is tanky.ĭark Armor didn't serve much of a purpose. Shadow Strikes is also now a one-point wonder.īerserker Fury now scales better into lategame but now triggers when damaged rather than when attacking. The Assassin's boss killer is now weaker, but Assassinate is now reliable. This has changed a bit, so she retains the ability of Swift but now has True Shot.Īssassin - Overall nerfed, Assassinate buffed Swift was an amazing passive in the alpha of the game and the Archer has always been good enough it didn't need replaced. This feels a bit better for an Alchemist than merely emptying those pockets. It can be used to exchange gold for attack damage in the very late game. Numerous instances of spaghetti code fixed. It can be linked to numerous crashes, which really sucks for people who make it that far only to dc. The event from the Darkness has been removed. The Unstuck feature will stay in the game until next version just in case it messes up. Safe area before the game starts, allowing players to spend their points in safety Much like enemies, significant changes are on the way.but not yet.Ĭleaned some code, removed some memory leaks.įixed a bug where randoming the Magus would not give his spellbook. Large enemy patch is on the way, but for now, staying as is. Slight number changes to enemies found in the Darkness. Just going to touch him down some for now and see where that takes it. The Guardian is overperforming a tad, but not too much. Guardian - Taunt/slam cooldown increased, Protector heals for slightly less. Hitting that lategame, not that alchemist picking wretches will care. (Check out the comments for more details and insight on these reworks)Īlchemist - Base attack speed nerf. These heroes due for full reworks - Sinner, Huntress These heroes have been mostly reworked (Thematically the same but mostly different in terms of kit) - Shinobi, Slayer These heroes have been partially reworked (mostly same abilities, some QoL changes) - Archer, Dragon Lord, Ghoul, Overlord, Psychic, Spellblade For those that played the old versions, some of you missed it and their removal was to make room for something else that.didn't work out. New! (Version 2.35) The player endings have been re-added.NEW! (Version 2.21) Has a soundpack, giving great music while you get eaten alive!.Brutal difficulty that challenges every player, even those that know the tricks behind every boss and area.Should the players complete the game in its entirety, every hero has their own ending! Lore! Lots of lore! Every hero has a backstory, as does every boss, area, item, etc.Powerful active items completely turn the tide of battle and passive items mold wimpy explorers into brave dungeon delvers. More than 100 items in the pool of random tools that the players will find.However, should they all be defeated, the game will have an additional set of levels including an extra boss whose difficulty far exceeds the rest of the game. Players can challenge these bosses for incredible rewards and levels, but each boss is a force entirely on their own and fully capable of wiping a party. Extra bosses lie in wait at the end of each area.With a different boss and different enemy placement every time, each corner will be a possible deathtrap to even the most experienced of players. Eight massive areas each with their own sets of enemies, traps, events and bosses.The Psychic could be specialized as a heavily defensive support or a fully capable frontline fighter. The Knight can become an impenetrable tank or a durable fighter. Even within these heroes, players can customize their playstyles based on their team.Even your meatshields and carries have variety. Very few spells are reused and no heroes play anything like any others.
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