Shadow Warrior 2

Shadow Warrior 2

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Patch 1.1.10.0 is Live!
Grasshoppers!

Thanks for getting back to us with all the feedback and emails - we are working hard to address all the issues and requests submitted.

Please keep the emails and discussions going!

Version 1.1.10.0

The Bounty Hunt - Part 1 DLC
- Fourteen new bounty missions that can be found in Wang's Cave on a bounty board
- Two new weapons: Medusa gun and EX-GF01 minigun
- Four new perks
- It's free!

Gameplay fixes:
- Fixed problems with "Healer Star" amulet
- Fixed Ice Nova crash
- Fixed weapon damage exploit using Fire Rate gems
- Upgrade Spawn fix
- Fixed weapon attachments for idle yakuza

UI:
- Added pad layouts
- Fixed possible inventory crashes
- Fixed damage indicators for future weapons
- Fixed explodable damage indicators

Engine fixes:
- Improved physics performance

Multiplayer fixes:
- Enemies now regenerate HP after client dies
- Fixed cutscene display for client when he was in hub after triggering it
- Quest vending machines can be destroyed by client
- Fixed a problem with a VFX display for clients when yakuza was firing uzi or cyber uzi


Version 1.1.9.0

It's Payday time for Lo Wang! Two Payday 2 weapons are available in Larry's shop for free that go in pair with a new multiplayer skin. Suit up and put on a classic Payday Dallas mask for some coop action!

Gameplay fixes:
- Added new reload animations for full clip

Multiplayer fixes:
- Fixed a quest barrier persisting for client who joined during gameplay
- Fixed explodable damage indicators
- Enemies now regenerate HP after client dies
- Fixed damage future weapons damage indicators
- Fixed coop issues with Crampus giftbag
- Fixed cutscene display for client when he was in hub after triggering it
- Fixed game difficulty displayed on server list

Engine fixes:
- Intel graphics card crash fix
- Radeon graphics card crash fix


Version 1.1.8.0

Christmas Quest
Winter has come and gone.

Gameplay fixes:
- Fixed blocking weapon after interrupting climbing on ladder by starting a cutscene.
- Fixed sprint speed after zoom and cutscenes
- Fixed hands animation after releasing teleport button.
- Fixed a hud issue caused by interrupting a teleport by cutscene in multiplayer.
- Fixed enemy navigation in challenge levels
- Fixed various audio issues on levels
- Fixed objects hovering in mid-air in certain conditions
- Fixed various issues with spawning enemies
- Fixed various issues with objects in cutscenes
- Fixed lightning issues on levels
- Fixed various collision issues on levels
- Evil rabbit spawn fix.
- The friendly Crawler in the hub got a new mask and a new name
- Certain Champions have invested in stronger bodyguards in order to hold off the Wangpocalypse


Version 1.1.7.0

Christmas Quest
A Santa impersonator turned out to be a Santa imposter! Help Lo Wang gather the lost Christmas gifts in this limited time winter event with a new snowstorm weather type, festive enemies, and a special holiday gift for those Wangsters that complete the mission!

Christmas quest will be waiting for you at Dragon's Mountain after completing "Zilla Attack" mission.

Find the Christmas tree on training grounds past Hideo's shop and help Lo Wang save Christmas!

https://www.youtube.com/watch?v=3cu57t9nAIc

UI:
- Added gem filtering
- Fixed inventory hang bug
- Added option for cancelling conversations using "Escape" on keyboard or "B button" on gamepad
- Fixed calculating multiline label size
- Added hiding client hud after a challange
- Fixed gem crafting exploit
- Fixed an issue with embedding elemental gems
- Fixed an input bug that could occur after dying in challenges while in menus
- Fixed crafting gems that are restricted to weapons

Multiplayer:
- Various stability fixes
- Fixed a possible crash after using explosive bolts

Photo mode:
- Fixed "Lock in first person" screenshots
- Fixed "screenshot" command in photo mode
- Fixed exposure increasing

Gameplay fixes:
- Slight improvements to double jump
- Fixed teleporting after loading bug
- Weapon history fixes


Version 1.1.6.0

The Way of The Wang DLC
- Seven Brutal Trials
- New Crafting Modes:
  • Infuse Gem - merge gem with weapon, available after finishing two Trials of Infusion
  • Purify Gem - remove negative stats from gem, available after finishing two Trials of Purification
  • Embed Gem - upgrade base weapon stats, available after finishing two Trials of Embedding
- New Weapon: Fist of Gozu. Finish Trial of the Ancient God to receive this powerful weapon
- Five New Achievements
- Three new difficulty Tiers for Insane difficulty
- It's free!

Photo mode fixes:
- Fixed photo mode camera orientation reset when changing fov

Engine fixes:
- Fixed 'Saved Games' relocation
- Corrected blade intersection test
- Fixed missing shadows after changing a map or weather
- Gamepad sensitivity curve adjustments

Gameplay fixes:
- Fixed blob transformation when he is electrocuted
- Fixed Warlord force slash bug
- Fixed incorrect Vanish behavior
- 'Plasmoid' camera clipping fixed
- Pickup item disappearing on hard landing fixed
- Alt weapon ammo counter fixed
- Mech: fix for minigun and grenades killing other enemies
- Fixes for places where player could get stuck
- Added missing minimaps
- Fixed 'Second Chance' skill trigger on Blob transformation
- Various audio fixes

Multiplayer fixes:
- Fixed rotation of some quest items
- Fixed damage caused effects for other co-op players
- Fixed a bug where co-op partners get level up while still in loading process
- Fixed disappearing weapon after cutscenes in some circumstances
- Some optimizations
- Fixed quest sword not showing up for clients
- Fixed barrier not spawning when fighting the last boss
- Fixed a situation in which client is blocked in hub after he is teleported to a cutscene from active mission
- Fixed chi and health not regenerating while in hub for client that teleporting to a cutscene
- Fixed client spawning outside of temple when dying during the fight with acolytes
- Fixed a possibility for a client to be forcibly teleported to a level from hub
- Fixed quest giver Kamiko not spawning for clients in hub area
- Fixed client block on 018kmh after last cutscene
- Fixed door sigil for clients
- Fixed taking damage from neutral opponents
- Fixed anvil not showing for clients
- Fixed Kamiko's spikes remaining on map for clients
- Fixed an issue with client seeing closed vault doors after he joined during a cutscene

UI:
- Levels of other players are visible on their avatars
- Players will get notifications via multiplayer chat about teammate's death, level up, connecting and disconnecting


Version 1.1.5.0

Balance and gameplay changes:
- Boss spider: on higher difficulty HP will be restored only up to phase-related tiers.
- Boss spider: fix for lack of stomps during movement.

UI changes:
- Added Multiplayer Chat
- Browsing a list in the equipment menu will now stop when reaching topmost or bottommost item on the list.
- Added an option to skip prologue when starting New Game Plus
- Orbs of Masamune count will be displayed only after picking them up for the first time
- Fixed a crash with entering the inventory while dropping a turret weapon
- Weapon Selection Circle now supports inverted mouse, improved mouse selection acuracy
- 'Resume game' will no longer be grayed out when using controller
- Normalized aim responsiveness for controller

Engine fixes:
- Fixed refraction
- Compressed audio files / sound stutter fix
- Fixed shadow flickering

Photo mode:
- Editable text boxes
- Fixed screenshot saving issue for non-unicode languages in Windows.
- Fixed slow-mo effect and mouse speed when entering photo mode while performing Vortex attack
- Added 'Sharpen' option in photo mode
- Added 'DoF strength' option in photo mode
- Added 'Lock first person camera' option in photo mode

Multiplayer fixes:
- Fixed being stuck on menu screen when dying
- Fixed Marvin special rabbit proc
- Fixed Second Chance perk
- Fixed a blocker when players sometimes got stuck when using a vendor and teleported to a boss fight.
- Fixed Vanish being cast on host when a client used Blade of Exile
- Fixed interacting with vendors for co-op partners
- Fixed a situation in which client could lose a deployed turret weapon after disconnection / leaving the game
- Fixed host crashing when a client leaves game after using a turret weapon
- Fixed recovering multiple turrets in multiplayer mode
- Fixed a cutscene for clients in "Ninja'd Scrolls - Part 1" quest
- Client turret will now consume ammo
- Fixed the disappearing portal for co-op partners in "Big Trouble in Calamity" quest
- Fixed lack of music in main menu after disconnecting from co-op game
- Fixed gates for co-op partners in "Big Trouble in Calamity" quest
- Fixed several stability issues
- Fixed players gaining/losing movement speed
- Fixed acquiring Blade of Exile by co-op partners
- Fixed rotation of quest items for co-op partners
- Fixed disappearing minimap icon of shrines

Gameplay fixes:
- Fixed bug where player cannot gain Karma after reaching character level 95
- Fixed potential blocker while fighting Belly
- Fixed places in the Hub where player could get stuck
- Fixed weapon being transparent after it was used as a turret during Vanish and later picked up after Vanish ended
- Fixed hold RMB to channel healing
- Fixed auto weapon change when out of ammo.
- Fixed client climbing cancel on cutscene launch
- Fixed weapon autochange after running out of ammo for manual detonator and laser guidance gems
- Fixed places where player can get stuck
- Fixed a rare issue with katana force slash crashing the game.
- Fixed door opening in Yakuza Mansion
- Fixed enemy Herculon not attacking after loosing an arm
- Enemy navigation fixes
- Fixed enemy Hammerhead behavior after losing left arm
- Fixed weak spot achievement for melee weapons
- Fixed issues with enemies using 'harpoon'
- Fixed Ancient Goddess Ameonna hp bar on death
- Fixed sending sound signal from explosions


Version 1.1.4.0

Balance and gameplay changes:
- Removed gained experience cap (on all difficulties)
- Added a significant bonus for experience gained on difficulties higher than normal
- Slightly decreased large and special enemies' HP on difficulties higher than normal
- Added negative stats cap for high level upgrades
- The number of auras for a single enemy is capped to 1 on difficulties below 'Insane tier 2'
- Base physical resist lowered. This change affects all difficulty levels
- After finishing missions for the second time, instead of Skill Points the player now receives a powerful new currency called 'Orbs of Masamune'. The number of Orbs depends on the difficulty level. A new set of violent challenges will be added to the game soon. Players finishing these challenges will be able to imbue Smith's Anvil with power to greatly improve weapon stats. Orbs of Masamune will play crucial role in this proccess.
- Crafting option is now available always after a player unlocks it in the first playthrough
- Items in shops unlocked by story progress are now available always after a player unlocks them on the first playthrough

UI changes:
- Added descriptions for Insane difficulty tiers

Engine fixes:
- Fixed a crash on startup - mobile AMD GPUs
- Fixed key bindings
- NVIDIA Multi-Res - fixed chromatic aberration
- NVIDIA Multi-Res - fixed particle lights
- Fixed hitching on weapon change
- Fixed NVIDIA Surround crash
- NVIDIA Surround now works in fullscreen window mode
- Fixed photomode UI when NVIDIA Surround or AMD Eyefinity is enabled

Multiplayer fixes:
- Fixed the shop menu not being closed when client is teleported to a boss fight
- Ancestral Ties: Fixed panic room door not being destroyed after cutscene
- Ancestral Ties: Fixed Heika being stuck in one pose after a client joined the game
- Fixed portal visibility before defeating the first boss
- Minimap chest icons will not disappear when the host opens them
- Fixed performance issue for co-op partners

Version 1.1.3.0

Balance and gameplay changes:
- "Serene Mind" skill nerfed
- "Auto-Reload" skill nerfed
- "Like the Wind skill" nerfed, 5th stage added
- "Second Chance" skill 4th stage added
- "Arm of Orochi" weapon significantly nerfed
- More auras on single enemy for Hard and Insane difficulties
- More enemies attacking at the same time for Hard and Insane difficulties
- Enemies speed increased for Insane difficulty
- Added 3 new ultra-difficult tiers for Insane difficulty with much better loot to find
- Upgrade drops quality now better reflects game difficulty - on higher difficulties better drops start occuring right from the beginning of the playthrough
- Added cap for gaining experience speed for every difficulty: after reaching certain character level player gets experience much slower, appropriate information added to difficulty description
- Fixed bug when player could get quest reward Skill Points more than once per quest per character. If character earned more than maximum number of Skill Points (level + all quests reward) - Skill Points will be capped
- Due to skills rebalance player will have all skill reset after map loaded - inventory will be automatically opened and message box will be shown
- Crafting result upgrade quality depends on source upgrades quality now, crafting price depends on expected result quality
- Final boss drop ("Ryuken" weapon) now available as final quest reward
- More special enemies, more respawns and better loot on Free Roam missions
- Elite and Superior enemy "Hellhound" won't fetch grenades now

General fixes:
- Fixed bug when player could pickup "King Skelletor" weapon before designed mission
- Gauss rifle shot tuned down and smoothed, added alternative reload animation
- Fixed bug when dual melee secondary weapon didn't inherit primary weapon stats (elemental, damage etc)
- Fixed weapon being removed from inventory when spawned as turret on map change
- Fixed "Destroyer of Realms" weapon turret throw animation
- "Damage resist" player stat now works properly
- Fixed "Second Chance" skill bug when player couldn't die even if none enemy was killed
- Fixed bug when player frezees or looses weapon when damaged or killed during teleporting
- Enemies with "Swift" aura now return to correct speed after unfreezing
- Fixed "Belly" enemy animation when reacting to Grip of Darkness
- Fixed entering T-pose for enemies with uzi.
- Some cutscene fixes
- Some walkmesh fixes
- Some missions fixes

UI changes and fixes:
- Fixed crash when replacing gems in weapons
- Fixed bug when player couldn't replace gem when all slots were occupied
- Hint area on loading screen now resizes correctly
- Added option to sell all junks with mouse, added confirmation dialog
- Corrected various translation and textual errors, added missing strings
- Fixed enemy "Tumor" mesh in Wanglopedia.

Multiplayer fixes:
- Performance issue for co-op partners fixed
- Fixed bug when "Bunny Lord" didn't drop loot for clients
- Co-op network bandwidth usage optimizations
- Fixed bug when using "Emperor's Touch" weapon produced excessive lags
- Fixed issue when client was not able to open Inventory or change weapons when using teleport during (or directly before) cutscene

Engine fixes:
- Fixed bug when game freezes on loading on 2-core CPUs
- AlienFX is now by default disabled due to crashes on some configs (add -alienfx to properties->general->set launch options in order to enable it)
- Added -nochroma switch (add -nochroma to properties->general->set launch options in order to disable Razer Chroma)
- Fixed shadow and geometry flickering
- Fixed recovering from GPU driver crash
- Non persistent console commands (e.g. r_weapon_fov) can now be loaded from autoexec.cfg
- Fixed crash when mfplat.dll is not present in system
- Optimized weapon switching CPU performance
- Fixed "DX11 Device not found" error on some notebooks
- HDR Display options are now only available when Full-Screen mode is selected (as only in this mode HDR Display works)
- Reduced audio stuttering (VO and music)
- Optimized shadow rendering performance
- On first game start dedicated GPU will be enabled instead of an integrated one

Photomode fixes:
- Increased exposure slider range
- Fixed slowmo after exiting photomode bug
- Fixed screenshot rendering (tile mode and anti-aliasing)
- Fixed FOV when entering photomode with weapon zoom enabled
- Fixed tiled screenshot mode artifacts (screenshot resolution multiplier > 1 screenshots)

Version 1.1.2.0
- Fixed game stuck on loading on second level on 2 core CPUs without HT
- Fixed crash on gem swap in weapons
- Restored NVIDIA Multi-Res option for non EN languages

Version 1.1.1.0
- Fixed cutscene FOV, when playing with non standard FOV
- Fixed game stuck on loading on 2 core CPUs
- Added safe mode (add -safe to properties->general->set launch options) in order to fix - startup crashes on some configurations
- Added option to disable AlienFX (add -noalienware to properties->general->set launch options) in order to fix startup crashes on some configurations
- Added option to disable videos (add -novideos to properties->general->set launch options) in order to fix startup crashes on some configurations
- Fixed PAX MP avatar skin
- Fixed weapon select menu blur constantly rendering on screen, even when weapon select menu is hidden
- Added HDR Display Brightness slider
- Fixed co-op bug, which in rare cases could corrupt saves
- Added lobby filtering by difficulty and player level
- Added list of previous saves, so in case of corrupted save you can load previous one
- Localization fixes
- Fixed hitching of intro movie
- UI improvements: Allow replace gem inserted in weapon
- Fixed AlienFX crash on startup on some configurations
- Fixed corrupted saves bug
Dernière modification de fwh_official; 16 mars 2017 à 9h01
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Affichage des commentaires 46 à 60 sur 794
jaedenky a écrit :
Whats the reason people want to max out everything than just to say you've done it or you want to tackle the harder difficulty? I could understand if it added new gameplay mechanics or player skills, just put a few points into the skills you want and ignore most of the ones that change nothing in the game and try to max out the ones you really like.

Just don't level all the static skills like elemental damage, enemy resistance skills, etc. You don't even need to level skills like fury or vanish to max if you're only going to play on hard/medium. It will only increase duration and dps, for what reason on lower diffuculty. You want a better fury to do what, walk around after you've already killed everything?

You can ignore like 70% of the stats that add nothing to gameplay and is not even needed on lower difficulties. Do you really need to do more fire damage or decrease enemies resistance, do you really need a stronger fury or longer vanish or more ammo for weapon types that already have plenty.

Also alot the skills/powers are redundant, I used alot of character upgrades to increase finding bullets and also put skill points into ammo and finding ammo, but now I find its pointless since I already have tons of ammo. I actually only needed to level one of those things and get almost the same result, I don't need bigger ammo pouches because I leveled up finding ammo.

Just respec abit and you don't even need to max out, you'll barely notice the difference.

Because power fantasy.

Seriously, what's wrong with wanting to be able to just outlevel content and become a monster of distruction? It's a PvE game, let people play how they want.

Besides, that's kinda what Wang is supposed to be, yet forcing people to play difficulties they aren't comfortable with just to progress ruins it.
jaedenky a écrit :
Whats the reason people want to max out everything than just to say you've done it or you want to tackle the harder difficulty? I could understand if it added new gameplay mechanics or player skills, just put a few points into the skills you want and ignore most of the ones that change nothing in the game and try to max out the ones you really like.

Just don't level all the static skills like elemental damage, enemy resistance skills, etc. You don't even need to level skills like fury or vanish to max if you're only going to play on hard/medium. It will only increase duration and dps, for what reason on lower diffuculty. You want a better fury to do what, walk around after you've already killed everything?

You can ignore like 70% of the stats that add nothing to gameplay and is not even needed on lower difficulties. Do you really need to do more fire damage or decrease enemies resistance, do you really need a stronger fury or longer vanish or more ammo for weapon types that already have plenty.

Also alot the skills/powers are redundant, I used alot of character upgrades to increase finding bullets and also put skill points into ammo and finding ammo, but now I find its pointless since I already have tons of ammo. I actually only needed to level one of those things and get almost the same result, I don't need bigger ammo pouches because I leveled up finding ammo.

Just respec abit and you don't even need to max out, you'll barely notice the difference.
Because it's fun to become the best you can be. To be able to switch tactics on the fly because you're a master of all. Adds a lot of moment to moment variety and it's fun.
Yourgrandma a écrit :
Mephane a écrit :

This. The game was absolutely, utterly awesome on release. Sure, some things needed a bit of nerfing (serene mind - you did well on that nerf, the new numbers are just right, very useful but not OP), but the XP caps, physical resistance and generally more resistances and immunities screwed up the game a lot both in terms of gameplay, pure fun factor, and aesthetics.

If you want to ignore the mechanics of the game, play it on easy.

jaedenky a écrit :
Sounds awesome, do we have an ETA? I would have liked you to remove the 100% karma loss on death but I know why you implemented to prevent people from going to higher levels just to level and not caring about dying. Still maybe a karma percentage penalty is still better than 100% loss, with the added karma you get though in this new patch it should remedy some of the problems.

If you don't want a penalty for death play on easy, if you just want a power fantasy play on easier difficulties.

Uh I've been advocating for this game to be harder for a while and the patch overall is good, I don't know how you ascertained from my post that I want to play on easy. You're talking to the wrong guy here.

They've increased karma gain anyways which produces a similar result, alot of people who like this patch thinks that the 100% karma loss on death is not a good mechanic since it kills a sense of progression. It can take you 1/2 hour of grinding to get just one skill point on insane, losing all karma on death erases all of that, even punishing games like dark souls gives you a chance to get back your xp points.
korefuji a écrit :
thanks for listening to the community devs, it's obv users seem to think that game dev is easy peasy...
What?
The game still completely a huge a mess, how is that listen the Steam community?
gameragodzilla a écrit :
jaedenky a écrit :
Whats the reason people want to max out everything than just to say you've done it or you want to tackle the harder difficulty? I could understand if it added new gameplay mechanics or player skills, just put a few points into the skills you want and ignore most of the ones that change nothing in the game and try to max out the ones you really like.

Just don't level all the static skills like elemental damage, enemy resistance skills, etc. You don't even need to level skills like fury or vanish to max if you're only going to play on hard/medium. It will only increase duration and dps, for what reason on lower diffuculty. You want a better fury to do what, walk around after you've already killed everything?

You can ignore like 70% of the stats that add nothing to gameplay and is not even needed on lower difficulties. Do you really need to do more fire damage or decrease enemies resistance, do you really need a stronger fury or longer vanish or more ammo for weapon types that already have plenty.

Also alot the skills/powers are redundant, I used alot of character upgrades to increase finding bullets and also put skill points into ammo and finding ammo, but now I find its pointless since I already have tons of ammo. I actually only needed to level one of those things and get almost the same result, I don't need bigger ammo pouches because I leveled up finding ammo.

Just respec abit and you don't even need to max out, you'll barely notice the difference.
Because it's fun to become the best you can be. To be able to switch tactics on the fly because you're a master of all. Adds a lot of moment to moment variety and it's fun.


Like I said just put points into skills that let you do that, focus on the chi regen and ignore all the ones like: damage, elemental buffs/debuffs, shop price items, etc. Upgrading all of those skills wont add any new tactics at all, if you want to max out a skill like fury you can probably just take out whole mobs every time you activate it (you already can at base level), so how is that switching tactics?

Now if they added some special move you can do for maxing out fury then I would understand why you would want to max it out. But like most stats maxing it out is just the same as base level, just more DPS and health.
Any fix for the stutters and freeze problems?
Thanks for paying attention and your work.
I'm on Normal difficulty (I Have No Fear) and I've suddenly started to lose 100% xp/karma on death. WTF? I've never lost all my xp/karma on death before. I chose to play this difficulty for my first playthrough for a reason. Because I thought it was right for me. Now all of a sudden I'm being slapped with higher difficulty penalties without being told, without my choice.

The first time I noticed this was during the fight against Zilla where I thought it was a special case. Now I'm Free Roaming and killing enemies in special ways to get the achievements before doing the last mission and I accidentally got overwhelmed... I lost 100% xp/karma again and I was almost at a level up.

I just want to repeat, this is my FIRST playthrough, I have always been on this difficulty. Why is this being forced on me despite my choosing a difficulty that wasn't supposed to do this?
Dernière modification de DaetherX; 24 oct. 2016 à 16h42
DaetherX a écrit :
I'm on Normal difficulty (I Have No Fear) and I've suddenly started to lose 100% xp/karma on death. WTF? I've never lost all my xp/karma on death before. I chose to play this difficulty for my first playthrough for a reason. Because I thought it was right for me. Now all of a sudden I'm being slapped with higher difficulty penalties without being told, without my choice.

The first time I noticed this was during the fight against Zilla where I thought it was a special case. Now I'm Free Roaming and killing enemies in special ways to get the achievements before doing the last mission and I accidentally got overwhelmed... I lost 100% xp/karma again and I was almost at a level up.

I just want to repeat, this is my FIRST playthrough, I have always been on this difficulty. Why is this being forced on me despite my choosing a difficulty that wasn't supposed to do this?

I have to agree 100% Karma loss is way too harsh. Sometimes you get dealt a bad hand and you just die with nothing you can do about it. Taking away all progress to next level seems a bit much. If you have to loss karma, make it a partial loss, or at least allow the player a way to attempt to regain their lost karma, a-la Corpse Retrieval in Diablo 2.

Or hell, just do what other games do. Make death cost money, not karma. Money loss is a consequence that at least doesn't kick you below the belt, instead it's just in the gut.
Fix your memory leak from last patch.
Notes sounds flippin' amazing so far. This is exactly how I want this game to expand. Great stuff FWH. Can't wait to see whats next.
just buyed the game today and in the first 30 minutes i was like "decent game, but fun". After 90 Minutes i was short before refund and then somehow i just played it a bit more into the game and now i think my money was well invested. Didnt have that much fun with a singleplayer/coop Shooter in ages.
This sounds like the way to go forward- more content for those who like replaying the missions, better balance on enemies, better balance on legendary loot, and (hopefully with the lowered enemy health) encounters feel less like a grind.

Most of all, I hope Insane +4 will get back to being a playable challenge, rather than the tooth-gnashing stonewall it is now. I'm glad you devs are exploring ways to rebalance Insane without going back on the nerfs, though I still think the Auto Reload nerf was too harsh.

Fingers crossed, though, I'm glad I bought the GOG version as well and I'm keeping that at 1.1.2.0.
jaedenky a écrit :
gameragodzilla a écrit :
Because it's fun to become the best you can be. To be able to switch tactics on the fly because you're a master of all. Adds a lot of moment to moment variety and it's fun.


Like I said just put points into skills that let you do that, focus on the chi regen and ignore all the ones like: damage, elemental buffs/debuffs, shop price items, etc. Upgrading all of those skills wont add any new tactics at all, if you want to max out a skill like fury you can probably just take out whole mobs every time you activate it (you already can at base level), so how is that switching tactics?

Now if they added some special move you can do for maxing out fury then I would understand why you would want to max it out. But like most stats maxing it out is just the same as base level, just more DPS and health.
Because some skills are based around taking damage, some skills are based around chi, some skills are based around elemental, some skills are based around swords, some skills are based around guns. So I can constantly switch between powers, swords and guns.
maybe devs take a look at cooperate still,when u enter the boss fight,in coop u get stuck in the room,u have to leave then rejion same host then thats when u are in battle,10 online games recently had the same issuse so defo bug
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