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3
Seriously, how does Steam keep you when you don't even hide the cheating?
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7
🔑✅ FAST INVITES TO DEADLOCK | NO LINKS ✅🔑
No fórum "Off Topic"
7
should I go to church
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skOsH♥
4
ищу друзей для весёлой игры у меня нету микро
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Tyler Durden
2
Some feedback after 8 hours
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scyblade
Escrito originalmente por Enbyeon:
For context, I've done a run with every weapon at least once and I have reached Alert 2. I'd like to play more before I can give feedback I'm super confident in, but I wanted to mention some things that I still find unclear or a few things that I felt were missing.

  1. I am still unsure what Charged as a status refers to, so I don't engage with any upgrades that affect it.
  2. It would be nice to have some advanced breakdown when looking at modules and similar so we have a before/after comparison. For example, if I am getting -10% to all damage, how much is my total damage on each ability? If it's -10% to certain types of damage, telling me which things are affected and not would help as well.
  3. I know that pause is on 'select' and inventory is on 'start' but it would be nice if the inventory actually paused the game. If scrapping items or swapping combo order mid-combat is an issue, just block it if there are enemies nearby or if a combo is active (or both).
  4. I don't personally think there's a reason to hide the upgrades in the base until you have an adjacent upgrade. What it did now was make me skip upgrades until I had all weapons unlocked because I knew what I was getting from weapon unlocks.
  5. Data entries are a bit hard to intentionally find and I think I'm at the mercy of RNG when I do it. Maybe a small icon on the map that shows "this node has uncollected data" so I can make more reliable progress?
  6. I would like to see at least one more element in addition to fire and lightning and one more "physical" build approach that's not crit or armor. Maybe health leech, or overclocking yourself so you dump energy and then use health in place of energy for big attacks.
  7. Related to the previous point, there's a lot of debuff focused builds, would be nice to consider buff-focused builds. It could also be rolled into the element you are building for, like lightning boosts your dodge and attack speed with a "Haste" buff and then cashing in "Haste" buffs slows down time like that one dodge module. I am mentioning this because the fire sword giving you a flaming dodge was really cool and I'd like more things that are on the character itself rather than just things that blow up enemies.

That's all I got for now. Love the game so far!
1) One Weapon, and some skills, can be charged. You hold down the appropriate button, a bar appears, and when the bar is filled the attack will be enhanced (or Charged, if you would).
2) QoL stuff here. That said, it would be nice to know if % based modifiers add to preceding % modifiers or multiply them.
3) More QoL here as well. And I do agree with your concern. If they're going to add Multiplayer though, which I don't know if they are or aren't it makes sense to limit 'Pausing'.
4) It is normal to hide items in Skill Trees. Also, the Skill Tree is more important for improving how far you get in a Loop while you just need one weapon you're good with. Knowing what weapons are unlockable now will normally encourage players to select whichever appeals to the most, while hiding the Skill Tree be hind unlocks will normally encourage players to purchase Skill Tree upgrades out of curiosity for what's hidden.
5) Ah another QoL thing. Interestingly, I have collected Data from a few sources on more than one occasion. So it would be nice to have some hints.
6) Agreed.
7) Would help with the stun resistant enemies.
No fórum "Off Topic"
7
feeling home sick
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xDDD
1
dbd
15
Bro the Warrant?
0
Question: How Often do opponents update?
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Duke
0
Can't play again after last update (linux user)
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BonBonCatZ
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