With this update, we have introduced a new Artifact system. ARTIFACT SYSTEM, SAFES, AND EXPEDITUS’ BOOTS Each class is specialized in its own range. This also means that if you wish to hit a target at a long-range range, you will no longer be able to use a higher rarity weapon that was designed to work at shorter ranges. Long-Range (Revolver, Marksman Rifle, 9-barrel, Hunting Rifle)Īs an example, for Short-Range class weapons this means that regardless of which of these weapons or rarity you pick, all will have the same max-range and damage falloff.Mid-to-Long-Range (Toggler, Burst Rifle).Mid-Range (Assault Rifle, Light Machine Gun, Minigun).Short-Range (Pistol, Dual Pistols, Silenced SMG, Tommy Gun).Shotguns (Pump Shotgun (except Legendary), Double Barrel, Dual Shotguns).In this update, we are doing an overhaul of certain aspects of our weapons, where each weapon will have the same max range and falloff regardless of rarity and class. You will now have to look around a bit more to find a specific resonant civilian.Īdditionally, we have improved the visual representation of the resonances, partly to display the progression to maximum power more clearly, but also to make the progression through the different resonances feel more rewarding and more visually appealing. To balance these changes, the number of civilian NPCs in Prague has decreased. The path to increasing your resonances becomes more intuitive and less limited AND taking risks and spending time feeding and committing diablerie will feel much more rewarding. On top of this, you will also receive a filled blood resonance slot at random by committing diablerie or by feeding on Entity. Therefore, we have removed the initial limit of being able to only obtain three resonances before diablerizing or feeding on Entity to gain additional slots, so you can now continue to progress to your maximum total of 12. However, we have noticed that many players either ignore or only utilize this opportunity to a limited extent. RESONANCE PROGRESSIONįeeding is a core mechanic in Bloodhunt and the players are supposed to use the feeding mechanic to heal, but also grow stronger throughout the match. The instant heal amount has been raised slightly, and it now is more difficult for other players to interrupt the channeling. We have also adjusted the Archetype powers for the other Archetypes however, these have only had their previous values buffed. Now it can help you get that extra burst damage if used in combination with an ambush for example. It also helps this ability be used more in combat since it has been lacking in utility when you already have your target in sight. This effect makes following up with ranged weapons (or even melee weapons) a good option. Scouting Famulus now has the added effect of making enemies take more damage from all sources. Enemies may still use their powers as a reaction to your casting but find themselves in a worse spot if they decide to take the fight. The Archetype power will now also silence the affected opponent, but the duration of the effect is slightly shorter. But the power has had its damage increased to compensate, and it makes the power more potent when pushing people off a high ground, which can be incredibly useful in the right situations. The knockback force of the Shockwave punch is increased, which makes it not as easy to follow up with ranged weapons as before.
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