![]() ![]() Tortoise Wheel: Rolling parry attacks and projectiles with the shield stored in your backpack.Porcupine Backpack: Rolling through enemies attacks them with the melee weapons stored in your backpack.Acrobatic Preparation: Attacking with a ranged weapon also attack with the ranged weapon in your backpack.New Mutations have been added, thought at the start to support 2-slots gameplay through the backpack slot but which are now available for any type of build:.You can choose in-between putting the backpack slot to the right of you skill slots or in-between your weapons and your skills. Video settings have also been added to accommodate every one preference.Empty your backpack by holding the "use" key. You can store any weapons to the exception of the too noble GiantKiller and the 2-slots weapons in your backpack by pressing the backpack key (Y on Xbox controller, △ on a PlayStation one) when picking a weapon.It's now a meta upgrade unlocked at the Collector, in a similar fashion than Recycling or the random starting weapons and can be used with any type of weapons. The Backpack introduced in the 19th update to support transitioning from 2-slots weapons to two differents weapons has been reworked.However, it's mostly felt at high scrolls counts, so it mostly impacts 3BC+ late game. In addition, the health points scaling of Brutality and Survival has been decreased in the late game while the Tactics has been very slightly increased. Dual scale with anything that wouldn’t fit in that category but is root or ice gameplay. Also supported by heavy damage skills with the long cooldown that goes with it. Survival keeps its focus on crowd control, survivability, shields and slow, heavy melee weapons.Dual scale with anything that wouldn’t fit in that category but is fire or blood gameplay. Brutality keeps its focus on fast melee weapons and everything related to jumping into the melee.Dual scale with anything that wouldn’t fit in that category but is poison or electricity gameplay. Tactics keeps all things related to ranged gameplay: turrets, range weapons, with some utility and damaging spells to support it.Hence, we decided to change the scaling of a good chunk of items and of some mutations to (re)focus each statistic on its primary identity. Colours have been rethought following community feedback pointing out the continued decrease in consistency. ![]() Currently, all mutations and items interacting with the Malaise have seen that aspect of their design disabled.īalancing that new mechanic is going to be a major challenge and we're counting a lot on your help and feedback. We're aiming to give a cycling nature to the mechanic, with a Malaise that should stay in-between 3 and 7 during most of the run (except boss fights). However, these won't get you any more malaise reduction.
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