Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
Very bad idea and obviously won't happen.
Cinders fixes this by having a fixed limit on heals similar to ds1
Since they´re doing 1) crafting and 2) minor recovery when killing some normal enemies, I’d much rather have them do craftable FP recovery items based on some just slightly rare herbs, and that the minor recovery after killing enemies includes some FP recovery as well. Preferably a percentage so the total amount recovered increases as you have more FP.
1) Spells have dropoff... so many times I launch one and it disappears right before it hits. Wasted FP.
2) Stamina regens
I get that the game is more of a melee fighter and the spells are really meant more to mix it up but if you commit to a pure caster and sacrifice all the other useful stats, you should get mana regen (SLOW regen).
But of course those are the forbidden games so taking ideas from them is a big no-no.