It's far too powerful an ability to give an enemy, and then place upwards of 3 of them in one encounter. If there's one thing I would like in the finished build of this game, it's that soul reave have less range. And Soul Reave drags your unit closer, possibly slamming them against walls, enemies, or allies Reduces maximum health and it has massive range. Some encounters have 6 of them alone with 4 more other melee units with swollen health bars. I HATE those damn soul reaving enemies, you'll know why if and when you get there. Granted, you can get abilities that stun enemies for a round consistently across all of your classes, save one to my knowledge, so that's less egregious than this next gripe. So with only 4 characters, you might have to fight six or more enemies with massive health bars, some of them ranged fighters with more range than you have. Upon reaching a point where you can fight higher level enemies, their health bars SWELL massively. It's a design choice and, after adjusting my expectations, I've come to enjoy it. You're almost never going to have a no-hit encounter or no ability usage encounter. Now if you're super creative, you'll be doing alright. But coming from Othercide and XCOM where the main "attack" actions are rather good if you have nothing else you can do, this game took a major risk making the default attack option so much weaker than abilities.Īlso I was playing this on the easiest possible difficulty without straight out nerfing damage and health values so my experience was much EASIER than I expect others' experiences would be. Even now I still don't know what exactly causes environmental interactions, outside of slamming individuals against walls. Starting, this was incredibly inconsistent and, even, rough. Still lots to do on our end, but we're excited with how it's shaping up! Enjoy the rest of your weekend! Rebalancing and adding new enemy variants.Rebalancing and adding the remaining ability upgrades for every class.Overhauling the Attributes and Leveling system.As a refresher, that update is focused on the following aspects: We don't yet have a specific date, but we're currently expecting it to be finished in early Fall. We also wanted to give an update on the timeline for the 'Friends and Foes' update. In the meantime, we'd appreciate the extra help in testing! We plan to push this patch to the live branch within the next week or two, depending on how stable it is. Fixed a visual bug where a destroyed city would not appear destroyed after saving and loading.Crescent Wave's Sunder Armor upgrade previously had the effect showing as a buff to the target, but has now been corrected to display as a debuff.Fixed an issue where the Risen Arbalist would target an environmental object incorrectly which could lead to a softlock.Previously these had a rare chance to cause a soft lock if 2 were spawned on the same tile. Re-enabled the falling rock hazard in certain environments.Changed the look of the deployment zone hexes so they are more noticeable.In an upcoming patch the amount of damage dealt will vary depending on the object (e.g. Increased the damage from being pushed into terrain obstacles.Abilities that cleanse negative conditions now also provide a temporary immunity (length varies on the ability).Antidotes now also provide a temporary immunity to negative conditions, lasting for 3 rounds.Movement abilities are now disabled when Rooted.Damage from the Bleed and Burn conditions now inflict true damage (ignoring Defense).Characters cannot perform an Attack of Opportunity when Staggered.Characters cannot perform a critical hit when Staggered.Characters cannot be critically hit when Guarding.With Silence removed, the Nullbeast's Deadzone terrain now applies Weaken to any allied or enemy occupants (excluding the Nullbeast).This change gives you more strategic options while still penalizing your damage output. We felt that playing around Silence wasn't very enjoyable, and often left you no choice but to sit there and use basic attack. Replaced the Silence condition with Weaken, which halves the target's Power stat for the duration.
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