![]() ![]() ![]() ![]() Unlocking Knights is a cool concept, however: the time between unlocking the statue sculptor and your first momento is for too great. Bors "Blade Vortex" ability was the exception to this, but its cooldown appears to have been increased, which is unfortunate. Going from 18 seconds down to 14 seconds doesn't do enough on its own. Let the players press buttons! Maybe I want to invest in my lightning cooldown and damage and pretend I'm Zeus. These really should be 10 seconds or less with damage balanced appropriately, so that each cooldown Blessing reduces the cooldown by 10% or more. Knight abilities have too long of a cooldown to feel worth investing in. It often feels like I need to be far outside a circle to completely avoid an attack. While the roll feels responsive and the attacks feel nice, the hit-boxes are a bit off. That being said, after playing the game for a good 12 hours or so (Switch), there are a few areas where the game could use some changes to improve the overall flow and longevity of the game. Upgrades like that are much more difficult to come up with, implement, and balance around but they're also much more interesting.To begin, I enjoy the game and I would recommend it, despite its flaws. Or lancelot's dodge becomes a lightning dash that deals some damage to enemies you pass through. Maybe Bors' daggers boomerang back at the cost of some attack speed. something more interesting than +X damage, +Y attack speed. If the devs feel there needs to be another money sink, add very expensive upgrades to the mason to change the way weapons and abilities work mechanically. ![]() Just make it purely based on the weapon xp you get by using them. Personally, I would be fine with smaller increases (something between the old and new values), but removing the money cost. I'm just not a fan of how they were implemented. The upgrades are pretty significant, but they're a bit pricey (as they should be). More like 15-20% damage upgrades early on. Looking at the raw DPS, you're gaining 8-10% More damage per level now. A screenshot of the first 3 levels after the patch.īasically, it's more expensive per level but significantly more effective. ![]()
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