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Small Gameplay Changes (Mace / Scythe)
*MACE*
Mace abilities remain unchanged since its conception; a testament to its solid combos and good gameplay loop. However, there is still some adjustments that can be made to make its gameplay loop more satisfying while still maintaining its restrictive cooldowns.
0:00 Passive (added): Reduce the cooldowns of all your abilities whenever you strike at least one enemy with your Main Attacks and Clobber (sneak + attack). To compensate, all Mace abilities have their cooldowns increased. This should give Mace more access to its abilities while still keeping their high cooldowns, but only if you can keep attacking enemies which should be a bit tricky to pull off given Mace's naturally low range.
0:20 Slam (RRL) (new): Slam now reduces the cooldown of your attacks. Its cooldown is also decreased. Its attack cooldown reduction should make it a good finisher move to be used directly after using Clobber (sneak + attack), allowing you to perform a Main Attack right after. Meanwhile, the reduced cooldown should make Slam available with Uppercut (RLR) and Takedown (RRR) so it can serve its role as the combo finisher.
0:32 Sample Combo
More changes:
- Clobber (sneak + attack) now grants increased stamina regeneration if 1) it is used while airborne, and 2) it strikes at least one airborne enemy. This should shorten the waiting time between combos by giving you enough stamina to use once key abilities become available.
- Thrash (RLL) no longer blocks stamina regeneration while it is being channeled. This should allow Slam (RRL) to be used with Thrash in combos without reducing their stamina costs.
- Mace's damage is moved to Clobber, Thrash, and Slam (the damage of these abilities are increased; while the damage of Main Attacks, Uppercut, and Takedown are reduced). This should require you to fully perform combos to deal a good amount of damage.
*SCYTHE*
I am very satisfied with Scythe's new gameplay loop with the new Twister (sneak + attack) mechanics. However, the combo downtime after using all abilities lasts for a bit too long. I am moving the restrictive aspect of Scythe combos from its cooldowns to its stamina costs (alongside adding a way to recover stamina mid-combo), which should make Scythe abilities more available but only if you are fully utilizing their mechanics.
1:03 Twister (sneak + attack) (new): Dispersing unstable Twisters now grants a small amount of stamina. To compensate, the stamina cost of some abilities are increased. This should maintain the restrictive nature of Scythe combos, but allow you to perform them a bit more consistently if you are making use of Twister's mechanics.
1:20 Sample Combo
More changes:
- Zephyr (RLR) is renamed to Breeze.
- Windshear (RLL) is renamed to Wind Shear.
*BONUS: SWORD*
1:58 Shunpo (RRL) gets a brand new look! Its movement aspect is now emphasized by its particles by making it fade from the center to the sides, instead of from your location to the end location. This should make it feel more like you're dashing forwards at high speed, with nearby enemies being caught by the slipstream.
Видео Small Gameplay Changes (Mace / Scythe) канала ChrisWildfire
Mace abilities remain unchanged since its conception; a testament to its solid combos and good gameplay loop. However, there is still some adjustments that can be made to make its gameplay loop more satisfying while still maintaining its restrictive cooldowns.
0:00 Passive (added): Reduce the cooldowns of all your abilities whenever you strike at least one enemy with your Main Attacks and Clobber (sneak + attack). To compensate, all Mace abilities have their cooldowns increased. This should give Mace more access to its abilities while still keeping their high cooldowns, but only if you can keep attacking enemies which should be a bit tricky to pull off given Mace's naturally low range.
0:20 Slam (RRL) (new): Slam now reduces the cooldown of your attacks. Its cooldown is also decreased. Its attack cooldown reduction should make it a good finisher move to be used directly after using Clobber (sneak + attack), allowing you to perform a Main Attack right after. Meanwhile, the reduced cooldown should make Slam available with Uppercut (RLR) and Takedown (RRR) so it can serve its role as the combo finisher.
0:32 Sample Combo
More changes:
- Clobber (sneak + attack) now grants increased stamina regeneration if 1) it is used while airborne, and 2) it strikes at least one airborne enemy. This should shorten the waiting time between combos by giving you enough stamina to use once key abilities become available.
- Thrash (RLL) no longer blocks stamina regeneration while it is being channeled. This should allow Slam (RRL) to be used with Thrash in combos without reducing their stamina costs.
- Mace's damage is moved to Clobber, Thrash, and Slam (the damage of these abilities are increased; while the damage of Main Attacks, Uppercut, and Takedown are reduced). This should require you to fully perform combos to deal a good amount of damage.
*SCYTHE*
I am very satisfied with Scythe's new gameplay loop with the new Twister (sneak + attack) mechanics. However, the combo downtime after using all abilities lasts for a bit too long. I am moving the restrictive aspect of Scythe combos from its cooldowns to its stamina costs (alongside adding a way to recover stamina mid-combo), which should make Scythe abilities more available but only if you are fully utilizing their mechanics.
1:03 Twister (sneak + attack) (new): Dispersing unstable Twisters now grants a small amount of stamina. To compensate, the stamina cost of some abilities are increased. This should maintain the restrictive nature of Scythe combos, but allow you to perform them a bit more consistently if you are making use of Twister's mechanics.
1:20 Sample Combo
More changes:
- Zephyr (RLR) is renamed to Breeze.
- Windshear (RLL) is renamed to Wind Shear.
*BONUS: SWORD*
1:58 Shunpo (RRL) gets a brand new look! Its movement aspect is now emphasized by its particles by making it fade from the center to the sides, instead of from your location to the end location. This should make it feel more like you're dashing forwards at high speed, with nearby enemies being caught by the slipstream.
Видео Small Gameplay Changes (Mace / Scythe) канала ChrisWildfire
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Информация о видео
13 ноября 2024 г. 18:00:02
00:02:15
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