Crab Champions
Noisestorm  [Разработчик] 18 дек. 2024 г. в 8:33
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Crab Champions The Anvil Update Beta
I’m settling in for about a month of daily beta updates so there’s still lots of content to add here. If you want to try the latest version out early, here are the current patch notes! There's been a huge focus on balance and QOL in this update, the new content is now being added on top of the changes

HOW TO GET THE BETA
The beta will likely have bugs and be unstable so if enabling the beta branch it's extremely important to back up your save file.

You can do that by copying the following folder to a safe location on your computer: %USERPROFILE%/AppData/Local/CrabChampions/ (if you are having trouble finding this location, press Win+R and paste it in there instead).

This folder contains your save files so if something goes wrong on this beta branch you can revert to your backed up save. Please note that the beta branch and the main branch share the same files so if you don't back up your saves you may lose permanent progress.

With that out of the way, you can download the beta branch by right clicking Crab Champions in your Steam library, clicking "properties" and then enabling the beta branch under the Betas tab

PATCH NOTES

GENERAL

Anvil Portal (Enhancements 2.0)
  • I think enhancements were a good addition to the game but they had a few issues: there wasn’t enough control over which enhancements you got and you weren’t able to target a specific mod to enhance. In this update I have added an Anvil portal reward which spawns 3 enhancement choices after clearing the island. You can then choose to enhance a specific mod from your inventory, allowing you to make much more specialized and targeted builds centered around one main mod. The random enhancement totem in the shop is unchanged as it’s a fun alternate way to get enhancements, rolling the dice in the hopes of getting something good
  • Increased enhancement limit per mod from 3 to 9
  • You can now apply the same enhancement multiple times for stronger effects
  • Many more enhancement types will be added over the course of this beta now that the new framework is in place
  • KNOWN ISSUE: DON'T GET MORE THAN 8 ENHANCEMENTS ON A SINGLE MOD OR THE GAME WILL CRASH: I AM WORKING ON A FIX

Health 2.0
  • A Regeneration Chest that only contains healing loot now spawns in addition to the guaranteed damage chest on island 1. I want there to be a nice balance between using health as a currency (on things like Spiked Chests) and being able to recover from small mistakes (like taking several hits from an easy enemy on island 1). Previously it felt a bit frustrating if you took a lot of damage early on in a biome and didn’t happen to find any health loot to recover. It’s also much more exciting when you have a smaller health pool that you can skillfully recover rather than a large health pool that just gets whittled down over time until you get eliminated unceremoniously. The danger zone is when you are constantly a few shots away from death while also being able to recover health by playing a certain way. I strongly believe that the danger zone is where the fun lies and the changes in this update will make playing especially the early game more enjoyable and consistent, rewarding skill and reducing the impact of small mistakes.
  • Base max health reduced from 150 to 100 for the reasons above (remember you get the extra regeneration chest so you have guaranteed healing starting every run now)
    You can no longer die to a single hit that deals damage greater than 80% of your max health at once. This should prevent frustrating situations where you are eliminated instantly out of nowhere. Note that this only applies if you have a max health of 10 or higher and when the One Hit challenge modifier is not active
  • Max health loot has been reworked and simplified: no more hard to understand behavior when picking up Glass Cannon where future max health gains were reduced by an unknown amount! The new system makes ALL max health related loot affect one of two stats: Base Max Health and Max Health Multiplier. Hearts have been replaced by the perks below as I want to remove as much consumable loot in the game as possible (it’s just more fun to be able to salvage later instead of it being a one off buff)
  • Bananas have been re-added to the game since hearts are no longer a thing- even though they are consumable, it’s nice to get a big heal after an elite fight
  • Regenerator now heals 5 times per second compared to the previous once per second to make it more satisfying to build into. This change makes it the most effective healing perk in the early game: as a tradeoff it also reduces max health multiplier by 25% which gives it more identity- effective healing but lower max health pool to work with
  • Endurance now heals at the start of each island instead of at the end and it has been buffed to heal 80 health (up from 40)
  • Fortitude max health increase per island decreased from 25 to 20 to bring it in line with the other max health increasing perks
  • The Limited Heals difficulty modifier has been removed as it made healing perks in general more confusing (why am I not healing the amount advertised?) and could be canceled out with a single Amber Resin which made it a weak / boring modifier
  • Added new “Healing” loot tag. Amber Resin will now only show up if you already have a healing perk (this helps reduce useless options from health chests in the early game)
  • Since recovering health is much more reliable, Spiked Chests health cost has been increased from 33% to 40% of max health and totems that cost health are a bit more expensive
  • Removed Big Hearts (it’s no longer relevant as hearts aren’t in the game anymore)
  • Added new weapon mod: Beam Shot: Chance to fire damaging beams along with your shots
  • Added new perk: Elemental Specialist: Damage increased to enemies if they have exactly one debuff (fire, poison, lightning etc.) applied to them
  • Added new perk: Mango: Max health increased
    Added new perk: Ambrosia: Max health multiplier increased
    Added new relic: Ring Of Vigor: Max health multiplier increased by 4% after clearing each island
  • Added new relic: Upgrade Ring: All chests are guaranteed to contain duplicate loot where possible but the amount of loot choices in chests is reduced by 1
  • Added new Greed relic: Overspill Goblet: Critical hit chance is halved but also added to critical hit damage multiplier. Sharpshooter and Hot Shot now scale linearly (can go over 100%) to synergise with this which is a significant buff to critical hit chance as there used to be diminishing returns as you got closer to 100% critical hit chance
  • Added new enemy: Elite Beam Skull
  • Added new enemy: Barrage Skull
  • Added new difficulty modifier: Ambushing Elites: An elite spawns on the third island of each biome
  • Sliding now naturally happens when you land after dashing or jumping. The end result here is that movement should feel exactly like it did before but without having to hold a key down every time you land to slide- it’s now way more comfortable to play the game for long periods of time! For those worried that they won’t be able to land precisely when platforming, don’t hold a directional key when landing and you won’t slide (just like it worked before) or just press the inverse direction when landing to cancel the slide. You can still manually slide at any time when on the ground
  • Sliding length has been doubled (so you can slide for longer before slowing down)
  • Sliding is 10% slower than before to make movement feel a bit less out of control and more deliberate
  • I’ve made it so that main weapon damage calculations can happen separately again while keeping the optimizations for other types of damage (things like Drill Shot etc.). This mean Money Shot, Health Shot, critical hits as well as elemental damage will now roll PER PELLET on shotguns and other multi projectile weapons as well as spawn individual damage numbers which just feels way better
  • Enemies no longer spawn in a boring and predictable way (one by one, easy enemies then hard enemies after), they now spawn in randomized packs which makes fights feel much more interesting and dynamic
  • Rebalanced enemy spawn weights and counts for more variety between waves and to make biomes feel less linear. Also some harder enemies will show up slightly later into a biome to allow for more contrast between early and late biome spawns
  • Rarities have been renamed to make more sense: Common (replaces the old Rare as it didn’t make sense for the loot you find all the time to be called “Rare”), Rare (replaces the old Epic), Legendary (same as before)
  • The Waves island type has been removed as it wasn’t distinct enough from Arena islands while also having a “don’t get hit” gimmick already covered by the Flawless blessing or the One Hit challenge modifier. Each island type should be distinct and this really wasn’t doing enough to feel different + wasn’t a popular choice with players
  • The Regenerating Enemies difficulty modifier has been removed as it was just not fun to be spectating the last player alive as they chip away at enemies that regenerate health, often resulting in a softlock. I have moved the same functionality to a “Regenerating” buff that can apply to enemies if you have the Buffed Enemies modifier active, this way it affects at most one or two enemies on an island making it much easier to focus on them and clear away the non regenerating enemies first
    Improved various lighting presets (like the dawn and sunset ones on the Tropical biome) to be much brighter and more colorful to match the mood
  • Added night time lighting to the Desert biome
  • Added enemy hit reaction animations
  • Added skull death sound
  • Added new more responsive crosshairs with consistent outlines regardless of the spread value
  • Added a reload UI animation
  • Added a low ammo sound
  • Made a big visual pass on all VFX to be much less busy. This makes combat situations feel much easier to read (plus less random bright sparks constantly on screen!). For people streaming or making videos about the game this should also heavily help with compression and generally make the game more enjoyable to play / watch on smaller screens
  • Removed the old high score system that was in previous versions of the game- there are more interesting metrics to show off when you complete a run (difficulty, islands survived etc.) and there were too many inconsistencies to make the old system be an actual indicator of skill and it was more a test of patience + luck than anything else. This removal allows for some nice cleanups in the game and UI codebase. The only noticeable side effect this change has is that the formula for the number next to your medal in game (the Player Level) is now much simpler: the number of islands cleared multiplied by the challenge level
Отредактировано Noisestorm; 18 дек. 2024 г. в 8:50
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Сообщения 91105 из 439
Автор сообщения: Dopey Shepard
I don't see how Driller should be useless just because it was made rarer.
I dont say it is or should - but the changes to this game often are drastic. I have not tested the chances yet and i just hope it isnt too bad.
Elite Beam Skull needs a buff - it is for sure the weakest elite right now. Many attacks straight up don't hit like the horizontal beam (when he slashes across). I don't need to duck underneath it, it just for some reason almost never connects properly. Many attacks are way too easy to dodge

Elite Pumpkin needs a nerf though. He is way too tanky with his armor, being an airborne elite and his barrage is almost unavoidable in some cases. Way too many projectiles with ludicrous speed. If you don't have Speed Demon you are gonna get hit no matter what

Spiked Chests have become almost unusable imo - the HP reduction especially from Double Spiked island reward -you are not going to be doing that in the middle of your run while trying to build max hp. They can only be used very early on, if you know you can try to get that max hp back. Epic loot does not warrant such huge hp loss, maybe a legendary but not Epic

Recovering your hp, especially with big max hp build can become very hard unless you have Ring of Healing that will heal you fully at shops but when you have 10k max hp no amount of Grim Reapers or Health Shots managed to bring me back after taking double Spiked Chests so I feel like the tradeoff with the old system was at least fair, but only when regeneration is an issue because of huge maxHP. Early on you can definitely cheest

I think there needs to be some better compromise. One that doesn't cut your hp down by 45% (that is how much HP you lose by taking two spiked chests each losing 25% of your max hp). You shouldn't be able to cheese early game with Double Spiked Chest reward getting your hp back up very fast but you also should be allowed to pick them up deeper into the run without gutting your hp completely

I suggest scaling regeneration. You will have thousands of hp after 1 loop, at the end of Loop1, before getting your "Diamond". Regeneration perks as they are right now are far too weak to be dealing with that much HP unless you somehow get way too many levels of them or pick Amber Resin which is basically a MUST right now. Regeneration should be exponentially increasing after a couple of waves pass and should affects all types. Also, Amber Resin shouldn't be this powerful. It was almost a useless perk in the current live version with its 25% bonus and the way regeneration was handled with Bigger Hearts perk and Hearts in general. Because Hearts, unlike Mango, actually healed you somewhat, so you didn't need to regenerate that much back to get to maxHP as right now. Right now without Amber Resin at the end of Loop 1, if I don't have any armor on me, I don't know how to possibly heal myself having thousands of HP. Amber Resin, being only a common rarity feels too powerful AND it's taking a slot. They are all taking so many slots, these HP perks. Banana in 1 slot, Amber Resin in another, and then V.Customer/Fortitude/Mango, and those are just maxHP, and then you will have plethora of regeneration perks. Maybe that's why Crystal Combo and Bigger Crystal got buffed

Please try to find the right balance
Автор сообщения: Noisestorm
Автор сообщения: atomiczhp
Downloading now! Any changes to the grub juggling and melee interrupts?
I'll try and address these in the next patch!



Автор сообщения: Clutz4k
This last patch is rough.

There was nothing wrong with team sharing perks if you decide you guys want a 2+ hour run, the upside of not sharing is saving time. Making these perks essentially greed perks outside shops is not fun.

Anvil portals are not frequent enough to warrant a nerf imo, I see them maybe twice a run and I always loop once.

Driller is now being outweighed in the luck pool due to all the new proc shots being added, on top of Driller being a higher rarity. 5% is not enough for such a rare drop now.

Pinging and lightning stun nerf are W's
Re: team sharing perks: I do think it's a critical design flaw as it allows an entire team to benefit from what is intended to be a single player's loot and quickly break the balance of the game. It's fun in the short term but kills the satisfying process of overcoming the natural difficulty curve of the game. The only reasonable way to counter balance this would be to exponentially increase enemy difficulty but that'd be even worse because it's not guaranteed that you'll find shareable perks in a run.

Driller being outweighted is a valid point, next update I'll be trying out an Elite Chests which will be only containing enhanceable mods and perks which should free up the luck loot pool. I'm keeping it at Epic rarity though as it was just too OP before.

I feel like we should be able to drop perks for each other outside of shops. I'm more concerned about making the run happen, so if I get something from a chest and it doesn't benefit me, but may benefit the other player, I don't want to hang on to it and mess my build up. I think if we aren't trying to help each others build as well as our own, we should just remove the drop feature and add a button to salvage within the players item menu, preventing any help and making us focus on our own builds more.
Автор сообщения: Casurin
Автор сообщения: Dopey Shepard
I don't see how Driller should be useless just because it was made rarer.
I dont say it is or should - but the changes to this game often are drastic. I have not tested the chances yet and i just hope it isnt too bad.

I've done two runs with Driller since update.
First run was found at the first elite, it proc'd about 7-10 times the whole game ( I didn't find any luck enhancements)
Second run was found 2nd biome after first loop, didn't help at all.

Maybe return driller to uncommon and have it only proc blue drops, that would be more fair imo
Отредактировано Clutz4k; 25 янв в 16:53
Автор сообщения: Dopey Shepard
Elite Pumpkin needs a nerf though. He is way too tanky with his armor, being an airborne elite and his barrage is almost unavoidable in some cases. Way too many projectiles with ludicrous speed. If you don't have Speed Demon you are gonna get hit no matter what
I personally can dodge the barrage just fine. Maybe you aren't using your entire moveset? Try to combine melee into your arsenal too. Use those melees in mid-air for maximum efficiency
Отредактировано Ouroboros; 25 янв в 16:56
Yeah... elite pumpkins are insane right now.
Автор сообщения: atomiczhp
Yeah... elite pumpkins are insane right now.
were they ever not? Noise only nerfed Elite Beam Skull and probably Elite LIghtning Crab somewhere down the way cuz his projectiles are definitely slower right now than they used to at some point
Автор сообщения: CommanderColton
Автор сообщения: Noisestorm
I'll try and address these in the next patch!




Re: team sharing perks: I do think it's a critical design flaw as it allows an entire team to benefit from what is intended to be a single player's loot and quickly break the balance of the game. It's fun in the short term but kills the satisfying process of overcoming the natural difficulty curve of the game. The only reasonable way to counter balance this would be to exponentially increase enemy difficulty but that'd be even worse because it's not guaranteed that you'll find shareable perks in a run.

Driller being outweighted is a valid point, next update I'll be trying out an Elite Chests which will be only containing enhanceable mods and perks which should free up the luck loot pool. I'm keeping it at Epic rarity though as it was just too OP before.

I feel like we should be able to drop perks for each other outside of shops. I'm more concerned about making the run happen, so if I get something from a chest and it doesn't benefit me, but may benefit the other player, I don't want to hang on to it and mess my build up. I think if we aren't trying to help each others build as well as our own, we should just remove the drop feature and add a button to salvage within the players item menu, preventing any help and making us focus on our own builds more.
You can still drop 99% of the loot, it's just a small select few that can't be dropped unless in shops, similar to the limitation that Greed perks have.
btw i noticed that when i Have the Blacksmith Ring You can pick the same anvil twice Is this a bug or intentional?

Also my thoughts on the beta update, as a whole It's good the health feels more like something you try and go for instead of just something you don't pay attention to, and I like the Katana its my main melee choice now, speed in general is kinda slow though.
Noisestorm  [Разработчик] 26 янв в 10:01 
THE ANVIL UPDATE BETA 19 PATCH NOTES
  • Moving all enhanceable mods to the Luck loot pool in the previous update didn’t feel right when playtesting so Time Bolt and Ultra Shot have been moved back to the Damage loot pool and most other enhanceable mods / perks have been moved to a special Elite Chest in order to guarantee at least one enhanceable piece of loot per biome and prevent disappointing elite rewards like Sturdy Totems from polluting that reward pool. There was some common feedback that Anvil portals weren’t showing up in multiplayer lobbies because of one player missing a piece of enhanceable loot so this should help solve that
  • The meta strategy of this beta has been pretty much:
    1) Find an enhanceable mod
    2) Slam as many enhancements as possible on it
    3) Level up this enhanceable mod, adding damage and trigger chance each time
    4) Win
    While I want this strategy to be viable, it did diminish the effectiveness of many other builds especially with how easy it was to apply enhancements. I’ve made a few changes here
  • Chance based enhanceable weapon mods now only increase the trigger chance per level rather than also adding +100% damage. Increasing damage on these is the responsibility of enhancements and perks. Enhanceable ability mods and perks are unchanged as they are guaranteed to trigger. I think this will be an interesting shake up to the meta and will encourage making a more complete build to succeed
  • The enhancement totem now has a 50% chance to appear in shops instead of being guaranteed. I and many others would pretty much skip the shop and spam this totem which was taking away from the main purpose of the shop
  • Anvil portal spawn weight reduced to match the other “rare” portal types (Relic Chest, Spiked Chest and Upgrade Chest)
  • Doubled the chance for blessings to roll on Horde and Demolition portals
  • Walk movement speed increased by 10%
  • Grubs will now get stunned out of their ram attack when you melee them
  • Elite Poison Grub poison strength reduced by 50%
  • Laser Crabs now have slower projectiles that are telegraphed to make their attacks easier to dodge
  • Laser Skull and Barrage Skull now have less wind up time before attacking
  • Pufferfish health reduced by 20%
  • Ramming Grub ram attack damage decreased by 33%
  • Crystal totem crystal gain increased by 25% but health cost raised from 33% to 50% as healing is much more plentiful
  • Loot totem now reduces base max health by 8% and the chance for it to explode after use has been reduced from 100% to 50%
  • Reduced the Gamble totem cost by 33% to make it less punishing
  • Adjusted various sounds to be less annoying / grating
  • Fixed Gold Totem max health reduction being based only on the initial 200 starting health
  • Fixed Laser Skull attacks mostly missing due to a collision issue
  • Fixed being able to salvage pinged loot with Hoarder Backpack equipped
You mentioned on the last update that you were considering making mango and banana consumable again.

banana is quite strong. It tends to be one of the four max health options I ever touch (in order, valued customer, which is amazingly powerful, then fortitude, banana, then the one that gives max health for close range kills). Nothing else feels terribly worth it.

Have you considered, with how spiked chests work, making mangos alone consumable, and they simply boost your base max health. That number is already being affected by transient effects from the new spiked chests functionality (and now loot totems), which seemed to be the "problem" that was supposed to be being solved by making base max health and global health % "trackable" with the perks directly affecting them.

You could make Mango boost base max health by 25% instead of flat 200 so that it starts weak, but becomes a viable health strategy, since right now the go-to options are overwhelmingly valued customer and fortitude.

It might also make sense to tie the max health of valued customer, fortitude, bullseye, and the close range one to the perk itself, like mango has currently, so that if you ditch them, you lose the benefit (since, at least as of the PREVIOUS update, spiked chests didn't seem to affect health gained from valued customer, meaning that my 20,000 max health dropped to like 19200 when I used a spike chest, instead of the expected 15000). That would also make ditching those perks a bit more of a tactical decision if you already reaped a big benefit from them.



I haven't used the enhancements as much as has been implied. I found them a bit lacking because they didn't increase the spawn chance, and relied one only a couple enhancements and then trying to find copies of the enhanceable stuff to make them trigger more and increase the damage.

Personally, I feel like ability damage has historically been much much less viable because of how intensely much harder it was to scale ability damage than weapon damage (or even melee damage). The things that have increased ability damage were always pretty sizeable obstacles (you aren't landing ANY long range grenade throws with chaotic ability...). As such, the abilities' lack of scaling was a massive obstacle, encouraging pivots to weapon/melee in almost all cases.

I think that with the change in this last update to make enhanceable chance based mods no longer scale damage, that the same thing will happen here. With enhancement slots limited (8 or 9 slots only, right?) there is a hard cap on enhanceable mod damage that absolutely doesn't scale with the changes in enemy health over 56 islands. No other form of damage has that hard cap (at least at that level). I can get 255 stacks of time and damage shot for weapon damage, 255 stacks of sharp claws for melee damage, and even get 255 stacks of time ability and damaging ability if they show up, for abilities, but I'm limited to 9 stacks of damaging enhancement, so even if I get my thorn shot to 100% fire rate, that's it, that's the limit. And yes, I'm aware that global damage affects it, but it still reaches the limit on HALF of its scaling potential scarily fast.
Also, once again, please do something about the fire/ice interaction. having a run where you're building one or the other, only to have an enhancement totem give you freezing on top of your focused fire build or burning on your focused ice build is super frustrating.

Some sort of check to prevent fire/ice mixing unless you already have items that apply both, or just making them not remove each other....or any other solution I can't think of, just to have it stop feeling like the enhancement totem just trashed my build or functionally deleted one of my items.


Also, ants continue to be the silent assassins of the game in groups. No islands scare me nearly as much as an island that mass-spawns ants. Their shot pattern is brutal with like 5 sequential aimed shots. And since their "enemy cost" is so much lower than other enemies, you can face bunches of them for the same spawn "value" as something like an enraged grub. meaning shots from so many more angles. As of the elemental update, moving their firing sound from before their attack to DURING their attack means that by the time you hear and react, it's often too late to avoid.
Отредактировано Limdood; 26 янв в 10:57
Автор сообщения: Limdood
Also, once again, please do something about the fire/ice interaction. having a run where you're building one or the other, only to have an enhancement totem give you freezing on top of your focused fire build or burning on your focused ice build is super frustrating.

Some sort of check to prevent fire/ice mixing unless you already have items that apply both, or just making them not remove each other....or any other solution I can't think of, just to have it stop feeling like the enhancement totem just trashed my build or functionally deleted one of my items.
That's why I literally never use enhancement totem. It costs too much and the award is random, and call troll you even harder than greed perk

Also, the fact I have to toss all the stuff on the ground to be left with one mod that I want to enhance meants extra legwork for such a puny reward I'd say

I have no clue who exactly, like Noise described, skips shop completely only to run to enhancement totem only to get themselves in a run-ruining situation where a mod you've been focusing on has its 6th enhancement ruined by smth that you can't control

I only use Anvil Islands and that's all

Hopefully in the distant future Enhancement totem acts as a mini-shop with a choice of 3 enhancements you get to choose which to pick up, or roll the dice again

Right now it's unusable for me personally
and prevent disappointing elite rewards like Sturdy Totems from polluting that reward pool

To be fair, Sturdy Totems is great, especially after another totem-enhancing perk was completely removed from the game, the one that made chance-based totems give you better odds. That thing could have been a relic I'd be always picking up to get better odds at Gamble/HP totem but no

As it is, just singular Sturdy Totem means that I get double the reward of Fuse and Glass totem and possibly more Loot Totem/Shop totem. With how randomized Shop totem is, the fact that it sometimes explodes after a singular use is absurd in economy builds I'm running so I do utilize Sturdy Totems a lot and pick it up in many, if not all cases
I also didn't use enhancement totem much, for that reason....but sometimes I could get away with it.

The problem is that I play a LOT of 2p multiplayer with a buddy. MANY of the anvil update changes make multiplayer a lot rougher....

- anvil islands are a choice. Noise talked about enhancements as a POSSIBLE strategy to win....no other island type except crit is as focused on one specific strategy, meaning that if one person wants anvil and one doesn't, well, there isn't any compromise. In any other island type (except crit), there are OPTIONS for a wide variety of strategies and builds, but anvil says "this is for enhancements ONLY. If you're not using them, F*** you." Offering a regenerator chest as an OPTION - INSTEAD of taking an anvil enhancement might help a bit....but it's still small consolation.

- anvil islands have NO synergy with chest enhancements. Bonus chests from a huge variety of sources, and extra chest options have no interaction (and I'm pretty sure that I've had my bonus chest from "Care package" eaten by an anvil island once). They really need to.

- the latest change to chance based enhanceable mods not scaling with damage makes multiplayer runs even harder, since it means that to take full advantage of anvil islands, both players have to be investing SIGNIFICANTLY into enhancements. Since it's so much harder to scale those chance based mods on their own, they're less attractive.



On a positive note, I love the health changes, with healing being more dynamic and health scaling feeling more balanced (except valued customer, that still feels crazy). I love the spiked chest/loot totem changes, with being able to actually open as many as you want, and it feeling like more of a long term choice (gold totems too). I love the changes to Link and drill shot (and spinning blade?) to work more consistently, and firework and pumpkin to track enemies, and thorn shot to track better and more quickly.

Many of the enhanceable abilities feel so so much better as a BASELINE, without even worrying about the actual enhancements (part of why I'm a bit salty about the "no more scaling" on them, cuz I liked them just as-is).
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Дата создания: 18 дек. 2024 г. в 8:33
Сообщений: 439