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Techniques - You unlock it for each of the weapon types, and allows you to hold the attack button to charge up the technique for that weapon, depending on the function, and release the button to unleash the move. You will still auto-attack while charging, but you will unleash your move for when you stop attacking (let go of the button)
Sword = Wave Slash (Shoots a projectile to knock back a target).
Hammer = Shockwave (Slam the ground which slows nearby targets briefly).
Axe = Windmill (Spin rapidly to hit multiple times, with the final hit launching the target away).
Spear = Sweep (Swing widely and knock back targets).
Just some suggestions to make the pacing and melee combat better. At least bump the player's speed up a bit and remove the slowdown when attacking at the minimum.
As of now swords and glaives are only good vs regular mobs. Vs bosses you want spear, boomerang, or special ranged melee weapon like heavy hammer or reaper scythe.
Boomerangs are decent and actually give a melee character some range. I have a stack of four of them which really doesn't feel as powerful as it should. Only reason to have multiple is if you miss since you have to usually wait a while before they come back. The main advantage of them is they don't consume ammo compared to guns. Now I need to try guns next and magic too.
If you're going to have melee in the game make sure that it's as effective against bosses as ranged and magic are. As it stands melee is better against mobs but worse for bosses, pretty much like Terraria for the most part once again.
There's a reason I hate bosses in basically every game. Always WAY too much HP and they sometimes force you to play a certain way which isn't very fun at all. I want to smack thing in face, you give me tool to do so but make tool basically useless against bosses. Where's the fun in that?
Some bosses in Necesse that do this well are Evil's Protector, which has reasonable time frames between it's fire barrages and tends to not move often (if at all), and both the Void Wizard & Queen Spider, who both have at least one attack where they don't move a whole lot and have predictable strikes, allowing for free hits if you know the fight well.
On the other hand, there isn't many bosses in Terraria that have this attack style, with the only ones I can make a connection with being King & Queen Slime, as their whole slime shtick tends to not allow much complex movement from the two, the Lunatic Cultist, who sometimes leaves openings to attack, such as during the ritual phase, and Brain of Cthulhu, as I'd say melee is one of, if not the best class to fight it with, as the Creepers in phase 1 have very predictable movement that's easy to take advantage of, and the brain itself in phase 2 has a unique trait no other conventional boss has, which is taking knockback, which works greatly in melee's favor, as most melee weapons have high swing speed and knockback, which make phase 2 trivial.
I'd say overall that melee isn't the hardest class to take advantage of in both games, no matter the range of the weapon, but it does help a lot to have little moments in fights where moving in close-range is rewarded.
The healing potion cooldown doesn't help either. I hated when they added that to Terraria. It exists simply to be an annoying mechanic and no other reason, just artificial difficulty. That and spongy bosses. Did I mention I hate spongy enemies? Because I hate spongy enemies.