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You also do get more visual pleasing abilities / attacks with "basic looking sword and shoot arrows" but that is tied to progression. Later weapons will have additional effects to make things look better and you have legendary versions of weapons that makes things interesting like a whip that makes everything look fiery. The Execution is useful for quickly killing a weak enemy while using it to move around + gaining the Passive Blood if you go through with the full animation. I agree that the Castle Building was pretty cool.
Carmilla is giving me some Scarlet / Sun Wukong vibes with an additional caster ability. Day Night Cycle, Bite that gives Resource instead of consuming them, risk of using health as a resource if you don't have blood being a risk vs reward. Could be interesting.
Based on the UI there would still be 2 additional heroes to eventually come out unless they change that look of the UI regarding character selection + choose random character button.
Maybe after 1.0 they'll release two more characters or have some sort of expansion that uses the foundational system of the game but gives it a twist to offer more replay value to Ravenswatch.
The first time on ea when announced, on a pvp server up to the end of the game, and the second time recently, 2 /3 months before release ( PvE server up to the end ). Pretty good game with solid mechanics ( new bosses were also challenging if you faced them with low lvl equipment, which I do recommend).
Given their experience with battlerite, they offered a pretty good combat system in terms choices ( skills, sockets, weapons ) and along with a beautiful map and enemies/encounters, and daylight and blood drain ( along with garlic and holy exposure ) added the cherry top to probably one if not the best vampire game we have atm.
Back to ravenswatch.
I agree that given the ui there are going to be “at least” 2 more heroes.
And I also agree it’s no use to compare the 2 games ( even if just for carmila ).
Having seen carmila it gave the feeling of a mixed melusine/piper in terms of support ( aoe healing, or healing in general, is something that allows players to make mistakes and not learn the game, reason why I dislike this any of this. I am ok with temp shields and Iframe skills ) along with decent mobility and some scarlet vibes for combo point system.
We’ll see how night/day will go with that character, but for now I can say that I am overall happy they keep going with day/night heroes ( we need more ) and with the character animations and play style ( from what I have seen in the video ).
I am sure a huge factor in why they couldn't just go "crazy" with vampire ideas is that it is (well was) meant to be a pvp game...so they prioritised solid concepts they know can be balanced easily - I guess. But just overall mechanics wise in VRising...I just felt like I am remembering mechanics from different mmos (frost mage, necromancer, warrior) when I played around a lot of the skills. Blood magic is the most "vampire" trait line the game has...and frankly to me it just didn't feel super interesting...I dunno.
The healing thing in this game...I think it's ok that some heroes are "easier" than others personally, or that they can pad difficulty for others. Since it's a multiplayer game, I think it's a good idea to add a bunch of heroes for your less sweaty friends to play along if they'd like. I can see though that one too many "heals" friends character might be a little too much, and even kinda boring and not unique, too early to speculate how good is she good at that. A lot of the player-base is already not finding the game easy enough for them to stick around - I think?.
I am hoping she'll be obnoxiously squishy or something, maybe the animations are distracting me from whether she's actually unique or not, which true tbh Wukong/Scarlet are kinda already playing like "squishy vampires" in a way xD.
Anyways...:(...now we wait for 1.0 :'(.
Haha interesting how you see Melusine / Piper while I see Scarlet and Wukong. I guess the first is more about the caster aspect while to me the latter is about the Day / Night change, resource management and possibility of taking a lot more damage.