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翻訳の問題を報告
We did intend to make the game faster in this update and our main goal was to see whether this change will make the game more fun or not, In our early playtests, Ajira was way more agile and our enemies were relentless compared to the current version, so slowing down the game is an option that we are considering even before we released this update. But for the sake of clarity, could you please tell us how the enemies' attacks were hard to read? Does the brightness of your screen or the lightning of the dungeon make it hard to see their attacks glows? could adding sound effects have made any differences?
BTW, we are aware of the potion flasks bug and are working on a solution, for now, a workaround is to scroll through your potions once (press down on D-Pad)
That's the Reason i called it ZERG RUSH...
Ahh and it seems to me the execution Mechanic... gets confused if you dash into a bulk of enemies,,, sometimes it triggers the Execution and needed Flask drop... sometimes not...
Quick Question... I-Frames on Execution or Dash? because from my experience it seems NO I-Frames...
Because Ajira does have I-Frames during her dash and she will remain Invincible during her execution animation and a short duration after her dashes.
You can also use the trap to get extra dmg, stand behind trap, the zerg rush comes top you, eats 100dmg per trap.
If you use stealth, and Q from the back of unit, you do +100% dmg, so the assaine is hit and run,
Q, dash, Q, dash.
Technically, the game does have I-Frames, but clearly, we have increased the overall pace of the game unreasonably.
We still aim to create fast-paced combat that rewards the players who master it, but the current iteration is clearly, not the way to go.