![]() Then it gets an upgrade for health damage? *McMahon falls out of chair* I even took a turn to a city for a blacksmith to try to switch up a piece or two of gear to further fit into my team's synergy. My movementless archer gets offered a melee ability which I would never take, but I go for it. I wouldn't otherwise pick this, but it synergizes with my team so I go for it. So my knight can have an unlock to cause bleed/health damage as reaction to movement. But now I kind of want snare/stagger/more bleeds. I level and see an aoe bleed option for wizard- new for me! I love it on the archers snare so I unlock it. I have a knight and wizard with passives to heal armor on kills so i should be able to just fortify and tank it out. I make my grail selection to reset cooldowns (probably the best grail anyway) to allow my archer to do more shooting and less moving. I'm aiming to lean on my archer's ability to do increased damage for every turn he does not move. ![]() (I think a couple passive abilities are just weak- they are either triggered by situations you want to avoid or strategies that aren't good, but the rest are good). So before the run even started, I found myself picking and re-picking my team based on what strategy I wanted to shoot for. ![]() Boy oh boy did this update change all of that. ![]() It just felt flat or lacking depth which could only be provided by late game level ups or lucky relics. I've played a few runs, beaten the boss, unlocked the heroes, but done enough to start feeling the "staleness" of the combat system. ![]()
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