I'd love to have the option of adding that as a projectile effect ( or firebarrel sounds fun. * As to fire - lightning and cold are seen as "added elemental mods" - why not fire? The wooden barrel seems op? I'd think size might determine how much "explosive" is in it, but that tends to logic such as 'shouldn't kinetic damage be effected by speed & size' - so maybe that's a pointless tangent. * It seems "unfair" that barrels AoE is based on the projectile dmg - I'd think that like fireball's DOT it should be unrelated. They are magic hands though, I believe in us.I just posted a thread re: hidden attributes of start projectiles. We are looking into this to create more options for the player, not only in new components but other ways of affecting the you, we mean to improve the game over screen even further as soon as we got to it :D three pairs of hands only get so far. Simply changing how the gun swings is easy to do, but it has quite big ramifications now for how the shooting currently works. It annoys me as well and is something we will work to get is something we have been playing around with in testing and we will see what improvement we have to that. Factors helping you out in moving around items are also in the works. Locking time is coming sooner rather than later. Everything will hapen in small and big steps, starting probably from an enhanced tooltip. We are considering all options, but the whole system is in need of improvement. Clarity in how items work are a constant work behind the scenes. New ways to play the game will also ease out the disparity between the weak state and super powerful state. Thank you for the feedback everyone is intentional design in opening up other slots, however the balance is not exactly there yet in either drop rates or some other factors.
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