12/15/2023 0 Comments Wildermyth best abilitiesKind of wish some of that was better specified in-game. Putting more stock into generic skills like Sharpshooter and Long Reach becomes more useful with these hunters. Basically stay away from Thorough Shot and Quellingmoss and things work with two arm transformations for ranged hunters. Ember Arrows does too kind of, but not exactly. Ambush and Archery tend to work with ranged abilities though (Archery can be fickle with stuff like Shooting Star having a cooldown). Hunter has some interesting synergies with ranged two arm transformations as well, but it's harder when a lot of their stuff specifies bows and arrows in particular. Mythweaver also can be an enticing option to get some extra potency for your abilities. They do a lot less damage with interfusion spells without a wand, but stuff like Starfall is so good that it doesn't matter. Two arm transformations for either Flametouched, Stormtouched, or Celestial seem perfectly fine for them without compromising. Generally speaking, Mystic will use their actions interfusing regardless so two arms + vigorflow can give you big damage buffs. Sunswallower's Wake added ch3 mission failure caseĪdded site images for all the bones of summerĪdded How To Play screen for Armor and Wardingįix a bug where line attacks couldn't target enemies on blazesįix a bug where the right bard calamity wouldn't appearįix a bug where terrorbird death would cause flankingįix a bug where a hero would attack a site aloneįix a bug where shields and walling would reduce fire damageįix a bug where terrorbird death reduced accuracyįix a bug where achievement didn't proc in a capstoneįix a bug where incursions burnt out and granted 2 LPįix a bug where if timer stopped at 25/50 it wouldn't disappearįix a bug where Drifter event was near imposssible to getįix a bug where an armless hero could proc Avenger eventįix a bug where staggron could summon while stunnedįix a bug where d-pad didn't wrap left on the ability barįix a bug with hook_Proud and fortheScavengingįix a bug where item text had no character limitįix a bug where Sunswallower Ch.Hunters and Mystics seem to be fine with two arm transformations for me, but I say that after having played significantly and with an understanding of how to play around such things. Sunswallower's Wake hero slots now have descriptions Hook quests that fail to spawn will try to spawn again soonerĭefeating incursions in battle sets incursion timer back Thornlash now scales like other themes and has a damage upgradeĬrippling Strikes now works with all ranged attacks Number of undos are no longer shown at the end of a gameĪbility upgrades can show up in 2 of the base ability slotsįire Chicken and Fire theme now grant fire immunity Pet Upgrades! \* (Fire Chicken) Covering Fire (These can appear in the upgrade slots when leveling) \* (Bear) Ursine Hunger \* Warding regenerates at the start of the unit's next turn Warding Rework: \* Each piece of warding absorbs one damage Want to get Wildermyth updates directly to your inbox? Sign up for our mailing list on our website\!Īdded combat map to Out of the Rain eventĪdded two credits comics for Generic CampaignsĪdded credits comics for Ulstryx, Enduring, and Monarchs We've also added two new events and fixed lots of bugs!īaby Monster and Elemental Spirit stickers have landed in our merch store! You can get them here. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. Not being able to damage high-warding enemies with magic attacks.This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. Magic enemies not being able to damage your high-warding mystic at all felt weird.We made this change mostly for the following reasons: Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn. We were able to make important adjustments, so now we hope that they're going to be even better for you all!Īdditionally, Warding has had a big rework. We released these abilities early on our unstable branch and received incredible feedback from our community, which we are very grateful for. We're so excited to bring you 26 new abilities in this update!! Themes and pets now all have unique upgrades that are available to choose when leveling up your hero.
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