- 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.
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.