Point taken, but the perspective you are seeing is that of a player who has committed over 100 runs into the game and knows nearly every enemy like the back of their hand (except Sweetarts for some reason, but that's another, strange story that I will get to another time). Understanding health mechanics as a whole has nothing to really do with playing the game for yourself given the presentation of the overarching gameplay loop. The only thing I would really learn is the intense difficulty, something that I cannot comment on as a fact. This is coming from someone who has only observed the gameplay somewhat thoroughly however and not played through the game, but sincerely doubt having played the game would change that perspective. I discussed this in more detail in a different topic. Seems what a typical player might consider 'balanced' is never the ideal, because they probably don't have a grasp of the wider gameplay loop and progression. If several players take issue with something, there is likely legitimate reason to investigate it. Originally posted by Shame:If it was truly perfect, or near that, there would be little to no mention of it anywhere. Now that I have gave some insight on why the healing is fine where it is, I shall go silent for the time being, though I may occasionally show up in the discussions if I am bored. Both types of anima heal (or pure heal in the golden one's case) 15 hp, which isn't bad in the slightest, since in most runs the max hp doesn't go over 175 hp, and the times it does is when rng is in a good mood or sacrifix + broken bones is being used with weaker enemies (works best with crows in Modern Warfare). This is a perfectly fine mechanic and I actually enjoy the challenge it presents, promoting dodging over pure offense.Īnima: Ever since the greedy anima mechanic got added the anima mechanic got a LOT more balanced, despite the amount of anima being "reduced" in recent updates (I have not noticed any difference in the drop rate, they are still quite rare). The missing health is likely there to prevent players from rushing into combat recklessly, with a bunch of blue anima, and coming out almost scott-free with the only expense being spent anima. From my experience, at least 75% of the damage taken is turned into injuries while the rest turns into missing health. Missing Health: This shows up whenever the player takes a hit. includes Pump Quinn, the secretary, Joe, the treasurer, Patrick, the switchboard operator, and several others.I have seen quite a few people say that the healing needs a rework or that the missing health mechanic doesn't make sense, so let me explain some things (or try to at least). Because of their unruly state, they and their Thanagers and minions are allowed to have free rein on Earth and work overtime. and are responsible for containing to the flow of souls into the gates of the company. This is caused by the doing of his team of top executives known as the Sorrows who run the departments of the Death Inc. It is run by Death, an overworked CEO who found himself in mountains of paper work from the numerous souls coming in. In the underworld, there exists Death Incorporated, a huge corporate empire which processes souls of recently deceased for to be ready to enter the afterlife. Death's primary weapon is his scythe which can be used to perform combos with dash and aerial movement in hack 'n' slash combat. in each run while facing the Sorrows at the end of each level in boss fights. In the game, you take the role as Death who must travel through departments of Death Inc.
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