![]() Talisman DoT Affixes now scale based on the highest tier stat, instead of the tier average.Made double tap input option for Dive Attack more reliable and consistent.Uniformized the different speed bonus feedbacks.Weapons’ icons on the HUD now fade away when their controls are locked.Yes, this is a very specific change, don’t ask about it. In Prisoners’ Quarters, if the player has the Spider Rune but not the Vine Rune, the passage to the Sewers door will now use a specific room.In Ramparts, prevented the exit leading to Conjunctivius from being locked behind a Breakable Ground.Added an exit to Clock Tower in Graveyard, for cases where the player would get softlocked otherwise.Added Teleportation Monoliths before the exits leading to Forgotten Sepulcher.It is now a grid displaying the icons of all the unlocked outfits, as well as an in-game preview. Oh and we’re also adding an option in Custom Mode to allow ‘legendary-only’ runs: More legendary affixes will be coming in future updates, so keep your eyes peeled. Legendaries will always roll their legendary affix and they cannot be removed, rerolled or replaced.Īlso just to be clear, we’ve removed the double stat scaling system, although legendaries will remain colorless in terms of scaling, which means that they scale off whichever of your stats has the highest value. Wings of the Crow: Global Shield on Use.Ferryman’s Lantern (Soul Shot): Fire Bullet.Ice Crossbow (Piercing Shot): Death Freeze.Repeater Crossbow (Quiver of Bolts): Pierce.Heavy Crossbow (Reload): Global Shield on Use.Explosive Crossbow (Melee): Death Freeze.Ferryman’s Lantern (Melee): Fire on Hit.Symmetrical Lance: Quad Damage Free & Ignore Global Shields.There are a lot of legendary affixes in this list, so if you don’t really care about specifics you should just scroll past! We’ve created a few brand new affixes as well as using some existing ones. This way, they’ll be making legendaries stronger than your typical weapon version by adding an extra, complimentary gameplay element instead of just upping the damage. So to replace the old system, we’re introducing legendary affixes (affixes are the tasty extra powers you get on items, like 60% damage to a bleeding enemy).Īll the legendary affixes have been specifically added to certain weapons so that they each have a synergy with their item’s gameplay. More damage is always good, but we wanted to make it better! It was also just not very interesting – the only thing that legendaries gave you was more damage, that was it. Your average player usually just spread points between the off-colour stats to gain maximum health.Īs the legendaries power was affected by your two highest stats, it meant that you would need to put points on only one of the stats that you weren’t using to get maximum damage from legendaries.īasically the whole thing wasn’t very clear. In the old system, their damage would scale off your two highest stats (Brutality, Tactics and Survival), which wasn’t intuitive with the stats system. For those who don’t know, legendary items are the gold-coloured items. Moving on to the legendary item change, which we’ve wanted to do for a while. – Can’t roll ammo or pierce affixes anymore. – Damage no longer gets split between hit enemies. – Increased the base damage, reduced the crit multiplier. – Is now considered to be a Heavy Weapon. – Now has a 2-hit combo, which shoots the second arrow faster. Cudgel: Bullets parried will now stun enemies as well.Lightning Bolt: now crits one tick earlier and damages you 1 tick later.Crowbar: now also crits on beast enemies (hand-picked, think “non-humanoid, non-mechanic”).Pollo Power: now fires 1 more egg + damage buff.Frantic Sword: crit multiplier is now inversely proportional to your life (when at or under 50% max life).Greed Shield: can now trigger once per enemy every 10 seconds + damage buff.Hand Hook: now also crits when the thrown enemy hits another entity + removed the first hit + greatly reduced the lock of the last attack. ![]()
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