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Once you lose a life you start bleeding.
Basically if you start bleeding you've already died.
It's just a very long drawn out death and you can build around extending your death timer.
In any other game of this type dying once is the end of a run (until you get upgrades that grant more lives or something)
Instead, in this game, once you die you can keep going while you're bleeding out.
You can pick up gear and upgrades that help you bleed out slower, but you've already died.
It's not "all my deaths are from bleeding"
It's "I've already died this run but I can still fight while bleeding out"
Wow. Thank you for the explanation, finally I understand what's happening lol.
That's a very interesting way to do it, and I'm not sure I agree with it but I'll let the dev toy with it for awhile and see what they come up with in the end
Would you rather just end the run right there because you died a minute in?
Resistance Piercing it a stat that lets YOU pierce the ENEMY's resistance. It's an offensive stat.
Also this is kind of an old thread, the way bleed worked isn't super obvious unless you read about it and most people didn't check the game guide so the dev has added a pop-up now. Bleed is far more manageable when you understand it.
Bleed as a mechanic is fine. It should either wear off on its own or allow some action (hold a button, stop moving for a few seconds, etc) to remove the stacks. I should not be condemned to certain death as a thief (with a ranged crit damage/attack speed/move speed build) when I get get hit by a single strong attack taking me from 10x health bars to 8x