![]() Heavy: a throw and fall over (big hammer vs face of Clan rat).Light: a flinch in place (fencing sword vs Clan rat),.There are three default animation categories of stagger Stagger is any reaction that interrupts an attack (which is every single attack on any weapon against horde enemies or Clan rats/Gors, only elites and since last week Marauders have a level of stagger reduction and resistance that makes them ignore a hit). Pushes and heavy tank attacks (2h hammer heavies for instance) will put stagger count to 2 on first hit because they’re better. Stagger count is how many times an enemy have been staggered in succession (hit once for 1, hit again during that stagger for 2, further hits cap out at 2). Pushes on unstaggered enemies will have a higher heavy stagger threshold – meaning that pushes should keep enemies a bit closer for easy follow-up hits across the board.Īll available difficulties use the same scale and settings: 0%, 20% or 40% damage increase per stagger count by default.Effectively, it will take more hits to kill unstaggered enemies while less hits for staggered ones, compared to current Live balance. You’ll do between 1 and 1.4 times your damage depending on number of staggers stacked on an enemy.This scales from 1x bonus (no stagger), 1.2x bonus (1 application of stagger) up to 1.4x (for 2 stagger applications) bonus damage:.Introducing stagger damage bonus, damage vs staggered enemies will increase with stacking staggers.New Gameplay Considerations / Adjustments When no animation is played, the players basic keybindings will be lit (movement, reload, interact, etc).A gradient animation will be played when the player drinks any potion in a matching color (health potion and bandages included).The keyboard will pulsate while the player is knocked down.The keyboard will lit up when the player takes a hit.Add a few “chroma-animations” while playing the game with Razer Chroma enabled:.Any Razer device can play a “chroma-animation”, changing the colors of a device in a controlled sequence.Keyboard and Mouse can be lit/unlit in different colors.Boss enemy using fast berzerker-like combo attacks and a charge attack which knocks players back and down. Destroying the standard will remove the effects. Carries a standard which when planted in the ground will increase max health and heal all Beastmen in a large radius. Special enemy who spawns with a group of Gors and Ungors. Will use a charge attack to get to and knock players down. High-tier armoured enemy wielding halberds. Medium-tier enemy wielding one handed weapons with standard reach. Will fall back to attacking with spears if players get too close. Blocking with a shield, or dodging, will prevent being hit. Low-tier enemy wielding bows who will occasionally group together and fire a salvo of arrows towards players. Will try to stay away from players by dodging and keeping behind other enemies. Low-tier enemy wielding long-ranged spears. New Enemies: Beastmen (Also being known as “Children of Chaos”, Beastmen are affected by weapon properties affecting Chaos (Power VS and Protection)) Axes stuck in the environment or enemies can also be picked up when nearby. “Reloading” will recall the axes Bardins hand. Limited amount of axes that can’t use ammo pickups. Available for Bardin Ranger Veteran and Slayer. Overhead heavy attacks will trigger an explosion. Hits from special attack will interrupt and drag targets towards the player. Available for all of Saltzpyre’s careers. New Gameplay Considerations / AdjustmentsĪvailable for Kruber Mercenary and Huntsman.
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