![]() ![]() along with that, his q disables air dash, and if you happen to stagger immune through it, it just roots you in place. the startup frames on the dash, or ANY of your defenses are nowhere near as fast as his attacks. His insane frame data is the main issue, if he touches you its a guaranteed death unless he misses. its a bit crazy to me that the dev team didn't notice players could attack you back before your animations even finish. i'm given recovery frames so i cant even dash away after that. the same with smoke blast, if i push them away they can melee me before they even hit the floor. To add to that, if i melee a blade, they can attack me before my attack animation even finishes. But I feel some timing could be adjusted. ![]() Makes you pick and choose when to become the Immortals as well as preventing the battle from being too one sided. I really appreciate that it's not a permanent transformation as well. I'm glad that the Immortals seem just as killable as regular classes. I sometimes forgot to change forms because I was just enjoying myself as the regular classes. That meter should degrade over time or a little upon death. Idk that we should be able to keep a transformation in our pocket the entire match. And if a full squad changes forms, there's really nothing to be done against that except hope you have enough immortals of your own. Some Immortals definitely feel stronger than others( fuckin horse guy). ![]() I feel the "floatiness" lends itself to the fantasy aspect of the game. I think this game has a great unique feel. Someone has to be on the receiving end of the ass whoopin. Easy to get rolled when you don't play with your squad. Skirmish matches are a mess of blades and abilities flying. The implementation of the Immortals as kind of an ultimate move, and rolling cannons available when you're pushed back to your final foothold make changing from defense to offense flow nicely. There was a lot of opportunity to push back. Having said that, I felt that I didn't get steam rolled as regularly like in other games. Kinda to be expected for this kind of game. The classes are each unique in feel and play style.ġv1 combat is decent, but like Chivalry, anymore than like 2v1 is just a cluster of blades. I think it might actually be better if they went with a smaller player count like maybe 6v6 or something so classes and skill use could be more strategic.It's got some Chivalry 2 vibes with how you can control the direction of your attacks to some extent. If there are no other game modes except the cap and hold thing in the demo it's not going to have the appeal and longevity of chivalry or mordhau. The map in the demo feels too small for the team sizes, it's a constant blender and there's no real strategy going on except trying to nail people in the back who are engaged with someone else until you power up your ult, witch lets you pick between 4 hero things to turn into and are pretty tough. Never had any kind of stutters during play, had some lag though because I was matched into asian servers probably in singapore. Visually it's not bad, what you see in the trailers is what you get. I only got to play on 1 map, i'm not sure if there are more I couldn't find anyway to like pick a map and never got a different one randomly from quick play. The demo for this is now out, still downloading so can't give any impressions yet.Įdit: Played it now for an hour. ![]()
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