Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
i just hope in its current state its enough to generally tell someone how they work
- Silly spirit has been stripped of its teleporting capabilities and given a smidge of damage, turning it into a filler pestering tool rather than a paranoia causer.
- Heat chaser is different while your attitude is dubious, becoming a large jump that summons silly spirits. i have chosen to split the furious and dubious variants and put them into their respective super sections.
- Pain Vortex is now a furious super instead of dubious and nerfed from its previous iteration (deals barely any damage anymore, startup dosent have super armor anymore, only hits four times)
- Cinder and spot dodge now cause clones to become invulnerable too
- New move called silly spirit added to dubious specials.