![]() ![]() You may now find Legendary Altars in some levels.The Achievements are now visible ingame!.If you recall it before the enemy death, it will trigger the penalty cooldown. ![]() Community suggestion | Killing a mob while the homunculus is stuck on it no longer triggers the homunculus skill cooldown, allowing you to use constantly, as long as your target dies.Expect many different things, from lightning walls, clones or shield pylons. All of them will now have an additional random elite skill in addition of all their normal skills. Healing items (Tonic) & mutations (Necromancy, What doesn't kill me) now heal a percentage of your max life, and this percentage scales with your stats.Their quality level (+/++/S) is guaranteed, based on the current difficulty setting. You can now choose 1 reward for free among 3 (picked among weapons, skills and talismans). They now offer a multi-purpose reward instead of Scrolls. Community suggestion | Timed doors have all been moved to transition levels.New challenge doors after bosses will grant Legendary items if you kill a Boss without getting hit once.Note you can get hit before or after a serie of X kills, this won't invalidate this challenge. Their rewards are equivalent to Timed Doors. Community suggestion | New challenge doors in transition levels will require you to kill X enemies without getting hit in a row.Most mobs in 4-cells difficulty are now more aggressive: they can teleport, they have a better detection range and they cannot be distracted by deployed traps.Pay attention to hidden runes in the ground and use your stomp move to break them! New secret holes can now spawn below your feet.Also, Recycling profits are no longer based on the the buying cost of the item, but on its reselling value, which scales slower (TLDR recycling no longer breaks the whole economy). Community suggestion | Balanced the way money profits/costs scale on higher difficulty settings.Community suggestion | You can upgrade the Forge with the Collector and unlock the ability to upgrade an item quality more than once.Damage Reduction is not a mandatory strategy anymore and the whole game difficulty has been rebalanced accordingly. Most items no longer grant DR anymore, their power has been increased as a compensation. Community suggestion | Damage Reduction has been heavily reworked.You may also get legendaries as rewards of advanced challenges, like beating a boss without getting hit. The level generator has also been adjusted to ensure you find a "Legendary Altar" in most of your runs. Legendaries are now "world drop", so you may encounter them when killing mobs or on the new "legendary altars". Community suggestion | Bosses no longer drop Legendary items, but 1 weapon and 1 active skill instead.The one that reduces CD for each critical hit is a new colorless mutation that will scale on your highest stat.For example, one of these mutations reduces all your ongoing skills cooldowns by 2.5 sec for each successful shield parry, and this time value even increases based on your Survival stat.They were replaced by 4 new mutations to give you new active ways to reduce your skill cooldowns: by killing enemies in close combat, by killing at distance, by parrying and by dealing critical hits. The mutations that granted free CD reduction (for active skills and grenades) were removed. Community suggestion | All the cooldown reduction mechanic has been redone from scratch.in 3 & 4-cells modes: you'll have to be really careful to be properly equipped before getting to late levels (picking cursed chests scrolls is highly recommended).in 1 & 2-cells modes: difficulty is roughly the same as before. ![]() in 0-cell mode: things will be a little bit easier (just a little bit). ![]() This affects the game in the following ways: All the levels now have a fixed "difficulty" that won't adapt to you in weird ways anymore.
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