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Báo cáo lỗi dịch thuật
Movement wise me and my friends prefer the old system, we're not dashing when we want and can't climb nearly as well. Thanks for the reply, you made a hell of a game.
Regeneration is great, no real complaints here. Good idea removing cd off of Grim Reaper, now actually a viable perk to use
What I personally suggest is to bring back perks that made chance totems work better. Totems now at their weakest, HP one taking 10% instead of 5% and there's nothing to increase your odds especially for a green totem
Building maxhp right now is definitely harder than it was before where you would get Bigger Hearts over and over and it's basically game over. I feel like Green Totem deserves more place in the game. I personally never consider taking it. You either get a bad draw and just restart your whole run cuz it's basically over or you win big
In the first few beta updates, movement was a lot slower, should be nearly identical in the last few updates! 🦀
I think it has something to do with automatic dashing. We don't want to dash because we hit the ground necessarily, we want to dash to avoid projectiles and be able to climb when we want.
Also, you can turn off the option to auto dash in the options in Controls section
It's actually a buff for the player as longer duration = more bonus crystals
I'm making some changes to max health in tonight's update (not out yet). Basically I want a bigger focus on building into healing and noticing it working and the current max health gains are a bit too limited for that to happen effectively so I'll be doubling most of the max health up perks but also raising the enemy damage scaling a bit. This means it'll give more value to both max health and healing perks and reward good play to heal back up compared to the current version that is basically always at full health but close to death at least for the first few biomes.
In the spirit of the whole "healing should be fun and noticeable" thing going on in this update I buffed the values of these max health perks a good bit but also increased enemy damage scaling so there's more noticeable depth when it comes to healing.
The buffs should end up making max health gains feel substantial early on while making healing back to full take a bit more regen which is fun to build around
You're kidding... I didn't even realize