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Nov 19th, 2017
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  1. wu jian? better or worse. lets find out!
  2.  
  3. new wall jump:
  4.  
  5. Works good, fun to use. You dont lose or gain any damage over time compared to other martial moves so it mostly becomes a
  6.  
  7. useful positioning tool. Its also pretty good and fun to use near doorways, you can favorably manage los, without wasting
  8.  
  9. a turn moving once the monster enters the doorawy. I didnt miss distraction at all, and now the move is streamlined as a
  10.  
  11. positioning tool
  12.  
  13. new serpents lash
  14.  
  15. More spammable serpents lash felt good, but maybe the piety cost is too low. IDK what it is but I used it 74 times in my
  16.  
  17. game and never fell below 6* until zot. It is extremely powerful ability but limited enough per fight by exh that it didnt
  18.  
  19. feel overpowered.
  20.  
  21. The interaction with new wallhop is wierd and unclear though. I didnt realize that it took both my actions the first time,
  22.  
  23. and I dont think it says this anywhere in game. I also still dont know what happens if you have already used an action,
  24.  
  25. and then wallhop.
  26.  
  27. Also serpents lash feels overpowered when you have slow status. moving 2 squares instantly when normally you would be
  28.  
  29. getting pummeled by monsters is huge. Even though your damage slows down too, you still move 2 squares instantly.
  30.  
  31. new whirlwind pin
  32.  
  33. This ended up being pretty fun, and lots of utility. It also ended up being quite subtle in game and didnt feel obtrusive
  34.  
  35. at all.
  36.  
  37. The first thing I thought of was using it to stairdance, so you can leave the monster behind. This is obviously pretty
  38.  
  39. powerful, and maybe its too powerful.i think its fine because you could alaready use serpents lash to do the same thing.
  40.  
  41. I also used it several times to change which monster was closest to me, so its a pretty versatile positioning tool also.
  42.  
  43. If monsters enter certain pattern relative to each other, you can pin one, and then pin the other as you move away to
  44.  
  45. lunge the first.
  46.  
  47. I found myself doing things like this instead of what I used to do with old whirlwind, which was basically just use it as
  48.  
  49. +cleave or spam mindlessly versus a 1v1 monster.
  50.  
  51. Its a fun and useful mechanic with lots of depth, if you understand how monsters try to move the sky is the limit.
  52.  
  53. Although, a pinned icon for tiles would go a looong way imo for convenience.
  54.  
  55. order
  56.  
  57. Getting lunge instantly is cool, instead of the god doing nothing until you get 1*. Lunge isnt too useful all by itself so
  58.  
  59. its not too OP.
  60.  
  61. Getting whirlwind and pin at 2* is pretty powerful but I still think its ok. It gives the player a way to stairdance and
  62.  
  63. leave monsters behind but you still have to eat an attack to do so. Its extremely powerful in the early game but its not
  64.  
  65. any more op then hep, gozag, fedhas, kiku IMO.
  66.  
  67. overall
  68.  
  69. I liked last version of wjc, and I like this one too. Pin is a fun mechanic for whirlwind and even though i still used it
  70.  
  71. just to hit multiple monsters, i was always looking for ways i could use it to reposition or lunge some other monster at
  72.  
  73. the same time.
  74.  
  75. The only thing i really didnt like was martial moves not working at all versus invisible monsters. Even wallhopping over
  76.  
  77. where I knew an invisible monster was, nothing happens. I swapped in my SInv ring more times in this game than I have in
  78.  
  79. my entire time I played this game. And if you didnt find sinv, well, your god just does nothing sometimes.
  80.  
  81. I also was not clear on if your shield penalty delay does anything regarding martial attacks, or if its only based on your
  82.  
  83. weapon delay and move delay. And of course the uncertain interaction with wallhop, serpents lash.
  84.  
  85. Also also, maybe heavenly storm should have some sort of max duration. In certain dense parts of the game you can just
  86.  
  87. keep killing until everything is dead.
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