• [2018/06/22]
    By using our forums, and our in-game services, you agree to be bound by our Privacy Policy found here:
    skullgirlsmobile.com/privacy

6.0 parallel realms

palti

Active Member
Joined
Jul 9, 2021
Messages
105
Reaction score
65
Points
28
Age
39
despite the fact that many say the worlds have become better, as they are easier to pass. I think they are still damp.

yes, there is no stupid modifier for immunity, which made the heroes playing through debuffs at times less useful. now only the heroes who play through bleeding can not prove themselves to the fullest.

BUT I would like to draw attention to two things, the first is the catalysts that give a choice. it's not that much depends on them after the changes (previously, some were simply not playable, like applying a slowdown near water), but there is a modifier that imposes bleeding on the enemy from projectiles. the question is why it was left, and not changed like some others? I sat and puzzled over why enemies regenerate if I take a hero without bleeding (yes, my inattention that I chose him), but still, why do I need him?. on all floors there is an inversion of bleeding, i.e. when choosing between this mod and another, the player is simply forced to take another one. it's very strange...

also, in my opinion, it is necessary to introduce some kind of restriction on resurrection between different matches. it is too difficult to pass the thirst of certi. she resurrects herself from a unique skill, then from a key one, and there may be another resurrection from a modifier. and this is repeated from match to match. perhaps Marie's debuffs should help with this... but not everyone will be able to experience this method. yes, she is also afraid of accuracy, but if the accuracy is not constant (only 2-3 heroes) that is, it is extremely difficult to make a killing blow under the accuracy level, because of the health gain.

I hope to see different modifiers on the floors in the next updates.
 
but there is a modifier that imposes bleeding on the enemy from projectiles. the question is why it was left, and not changed like some others? I sat and puzzled over why enemies regenerate if I take a hero without bleeding
Yeah, I think the new Coagulation modifier is busted. At least in some weird interactions.

COAGULATION
Convert all BLEED effects on self into REGEN.

I got stuck on a node in NIGHTMARE with Unholy Host Black Dahlia getting a stack of REGEN for every hit. From anyone, even if it was nowhere near bleeding effect. Every. Hit.

So I sent Mean One Peacock to give her three rows of debuffs and die, but I couldn't figure out why only that Black Dahlia thought everything was a bleed attack. Getting rid of that boring immunity modifier was the right step, though.
 
Last edited:
Yeah, I think the new Coagulation modifier is busted. At least in some weird interactions.

COAGULATION
Convert all BLEED effects on self into REGEN.

I got stuck on a node in NIGHTMARE with Unholy Host Black Dahlia getting a stack of REGEN for every hit. From anyone, even if it was nowhere near bleeding effect. Every. Hit.

So I sent Mean One Peacock to give her three rows of debuffs and die, but I couldn't figure out why only that Black Dahlia thought everything was a bleed attack. Getting rid of that boring immunity modifier was the right step, though.
there is also a bug with fuqua, which when using a clone gets 5 regenerations without a timer. and I wasn't the only one with this bug. in general, updates are certainly good, but errors need to be corrected...