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That being said I've played through the game with every limiter as soon as I unlocked them, just turning off that silly overload thingy whenever I wanted to test some new comboes.
Every limiter also increases hp on mobs. So run with all for max Challange. As an example, The Spine at level 30 without limiters 3k hp with all I think it was 6 or 7k hp.
Yes and no. If you just do that, it will "remember" that it was active at this access point and will overload stuff you unequip even if it's turned off. You are supposed to reach the next access point to change you skills.
BUT, there is a work around. Turn off the Limiter, then leave the access point (so it saves). Quit the game, then start the game again. Now it forgot that it was supposed to overload functions, without having to find the next access point and you can change your functions and then turn the Limiter back on.
You know, I never noticed that until you mentioned it. I was wondering why the health seemed to change slightly in the Performance Tests, but I turned the double damage Limiter off during those so that explains the health change. Nice catch!
Which is why I never liked Cull() WAY to slow in RealTime and does more damage then needed really, also costs 4 memory without giving any decent AoE or lifesteal (without other stuff ofc).
Imo: Tap / Bounce >> Purge >> Load / Crash / Breach >> Cull among the damage functions, in regards to usefullness.
I am absolutely loving Tap+Crash. Especially for stuff like Fetches. Its just barely fast enough to execute (That is, if you friggin mash the button like I do.) and re-set the little stun timer crash gives you. Also works well on Young Ladies if you have get or something.
As for my other main damage dealing function, I usually have Bounce. Void, Tap, Bounce, and Jaunt. Plus whatever passives and upgrades I can fit that I find to be useful.
As for the limiter topic, I usually have (I forget the exact names of each limiter, My apologies.) the corrupted cell limiter, the sometimes spawning two cells limiter, the shielded cells limiter, and the limiter that makes more process appear in a fight. Those are the ones I have on almost 90% of the time. I feel like I'm forgetting one that I keep on a lot, though. Might be the one that makes cells respawn in much less time. That was never really a hinderance to me.
The overloading functions when you remove them seems the most counter-intuitive with the way I play the game. I am often changing my loadout just to try different things.
Again, the reduced MEM one is another that kind of removes the fun of trying different loadouts. Plus, you work hard to level up to max MEM, seems dumb to lose a chunk of it.
And, the shielded cells is the most annoying to me, especially when combined with more cells, corrupted cells, and a shorter countdown. It kind of guarantees Young Lady's end up being a ton of bad cells when they die and the occassional respawn. Best thing I found to handle it was Tap+Get after the finishing attack and hope the timing catches them.