Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think replacing some mobs with environmental hazards could actually be pretty fun, since there's not much in the way of non-combat encounters. However, I do think mobs between POI are important to the gameplay loop. They force you to try and reroute, sneak past, kite aggro, or give you EXP sources for the last seconds before Final Boss. They also usually have dream shards around, or block optional, otherwise quicker pathways where rerouting is safer but more time consuming. In general it makes the gameplay more dynamic and adds more skill expression/decision-making. The game would be worse without them I think
That's... an odd summary. To recap if it's not clear:
- 2 major content updates that are FREE. The content described in the visual is not detailed and not exhaustive
- 2 minor content updates that are FREE. The content is to be detailed.
- 2 Heroes paid DLCs. It's self-explanatory; you can expect the same quality as the nine already available characters in the base game.
- 2 cosmetic paid DLCs. These are sprinkled for people who enjoy this content (and we enjoy making them, too!)
Let us know if that's still not clear.
Cheers,
I love the concept of Ravenswatch, love the heroes, love the graphics but sadly there is very little variety to the heroes.
It is mostly about "deal more damage, higher crit chance etc.". Why not more active skills? The builds in this game revolve more around passive stuff that doesn`t bring much variety to the table. Of course it IS a difference when I play more tanky instead of picking attack speed.
But in the end the play-style stays the same.
I`m trying so hard to like this game and hope for more variety - be it different skills or something that makes meta-progression rewarding.
I would even pay 35 € for Ravenswatch if there was more active skills for each hero to pick as an option after a level-up. The main thing is there is more different playstyles - or meta progression.
What is needed is more Bosses (at least 3 per act) with different moveset.
Add more map layout. Because playing on the same map with only shuffling POI will become tedious.
Rework tumors. For now, it is the least intersting POI and you could cleanse them only if you clean the map.
And maybe add skill to place TP. But that debatable.
Will also checkout the dev videos, as a dev myself those are always super cool !