Shadow Warrior 2
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Fri, 21st Oct 2016 11:00    Post subject:
h0rnyfavn wrote:
@Drowning_witch
Quote:
i'm playing on highest dif. mmo bullet sponginess to the max.


Why would you deliberately "ruin' your gaming experience? Hard difficulty is more than enough Laughing I mean, what's the point? I remember players complaining that SW1 had too many bulletsponges but this time around on normal and hard difficulty it's not the case.


it's my OCD. I have to always play the highest diff or I keep thinking about it the whole time I play the game Embarassed

It's not that bad. With the shottie the game feels like doom 4 combat scenes. lots of movement, twitch shots and it all looks and feels very good. I just commented that the difficulty is why it takes a bit longer to clear a mob. I don't find it tedius yet so far.

i'm basically using 3 weapons. tried many others, but these 3 are just the most fun and effective.

electric+damage buffed double barreled shottie
toxic katana (the glowing blue one)
dual wield ice uzi's

one of those 3 always ends up being a good choice for every evemy i've encountered. done 3 main quests and 3 side quests so far.


as for coop, i'll try that once I finish the game, If I still have the will power for it. Very Happy
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h0rnyfavn
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Posts: 13880

PostPosted: Fri, 21st Oct 2016 12:52    Post subject:
@Drowning_witch
Quote:
, If I still have the will power for it.


I doubt that Laughing I think in its current state you should either play it solo and then be done with it or play in co-op from the get-go and then..yeah..be done with it. Randomization in this game sucks.Most levels still look the same and not in a good way. They should have made lots of distinctively different unique levels tbh.. that is if they can't do proper randomization\..


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thudo




Posts: 6309
Location: Mellonville North, Canada
PostPosted: Fri, 21st Oct 2016 16:41    Post subject:
There is this one massive Bazzoka-like weapon that does almost 1000 points damage (after some upgrades) in a single shot. OMG sooo satisfying dropping one of those babies right in the center of a group not suspecting it! So Much Win


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h0rnyfavn
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PostPosted: Fri, 21st Oct 2016 17:05    Post subject:
thudo wrote:
There is this one massive Bazzoka-like weapon that does almost 1000 points damage (after some upgrades) in a single shot. OMG sooo satisfying dropping one of those babies right in the center of a group not suspecting it! So Much Win



I saw a video of the final boss fight where the dude who recorded it was doing 2600 damage on insane difficulty. But as far as I remember he had to reload after every shot Very Happy

PS I've found it



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JBeckman
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PostPosted: Fri, 21st Oct 2016 19:09    Post subject:
thudo wrote:
There is this one massive Bazzoka-like weapon that does almost 1000 points damage (after some upgrades) in a single shot. OMG sooo satisfying dropping one of those babies right in the center of a group not suspecting it! So Much Win


With proper gems it seems you can get a pretty good overall DPS for the rarer weapons in the game.

http://steamcommunity.com/app/324800/discussions/0/333656722963720756/?ctp=3

...or Cheat-Engine.
(Max gem level is 140)

Also 1.1.3.0 might be released later today it's in testing since a few days now. Smile
http://steamcommunity.com/app/324800/discussions/0/341537671995815244/?ctp=7#c333656722968243471

Quote:

Hi guys!

We're working really hard to deliver patch ASAP but it's not going to happen today, sorry! New ETA is tomorrow (Friday). We're adding some new features like insane difficulty tiers, rebalance of some skills and drop system, better crafting and a lot of bug fixes, so it needs to be tested properly. Hope you understand!

Big thanks for you support!

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h0rnyfavn
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Posts: 13880

PostPosted: Fri, 21st Oct 2016 19:29    Post subject:
Quote:
insane difficulty tiers

Reaction

Quote:
rebalance of some skills and drop system..better crafting


They clearly need more time to rebalance it the right way and make it much more interesting....maybe a month or so..I dunno.. so I reckon this quick rebalance won't bring any major changes..


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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 21st Oct 2016 19:56    Post subject:
Shadow Warrior 2 is 4X times more successful than its 2013 reboot
Quote:
Devolver and Flying Wild Hog have announced that Shadow Warrior 2 quadrupled its sales compared to the Shadow Warrior reboot from 2013. In addition, Shadow Warrior 2 is the biggest launch of Flying Wild Hog and Devolver Digital as it was highly praised by both critics and gamers.

Michal Szustak, Studio Director at Flying Wild Hog, said:
“We couldn’t be happier with how well Shadow Warrior 2 is received. We are a small studio with just under 75 people and each of us has let his heart and soul flow into this project. The fact that both our fans and critics have praised us means everything to us.”

Devolver released a new video that gives fans a look behind the scenes of Flying Wild Hog. The video covers a variety of topics, including the Game Design decisions, artistic freedom, rabbits in motion capture, and the ‘explosion’ in the Polish game development.

Flying Wild Hog is currently working on the first free content for Shadow Warrior 2. This free content is the fan-favourite katana, the Nobitsura Kage.

Last but not least, Flying Wild Hog is working on updates for Shadow Warrior 2 that will feature new missions, an ultra-serious challenge mode, plus more new weapons, items and Co-ninja pawn.


http://www.dsogaming.com/news/shadow-warrior-2-is-4x-times-more-successful-than-its-2013-predecessor/







// Seems a new update should be coming very soon:
Quote:
We're working really hard to deliver patch ASAP but it's not going to happen today, sorry! New ETA is tomorrow (Friday). We're adding some new features like insane difficulty tiers, rebalance of some skills and drop system, better crafting and a lot of bug fixes, so it needs to be tested properly. Hope you understand!

https://steamcommunity.com/app/324800/discussions/0/341537671995815244/?ctp=2#c333656722968243471
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h0rnyfavn
Serial Humper



Posts: 13880

PostPosted: Fri, 21st Oct 2016 20:11    Post subject:
Quote:
the first free content for Shadow Warrior 2. This free content is the fan-favourite katana, the Nobitsura Kage


Wut? their first update is a single katana? Btw it's basically already in the game.. The Arm Of Orochi or something like that..

Quote:
new missions


Like the ones we have now? No, thanx.

Quote:
ultra-bulletspongy challenge mode


Laughing


No, just no....just fuck off with all this shit..


What we need:

1) Proper level design, not necessarily random.
2) Rebalanced loot
3) Rebalanced upgrades
4) Rabalanced crafting.

only then you can do whatever you want.. Very Happy


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h0rnyfavn
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Posts: 13880

PostPosted: Fri, 21st Oct 2016 22:11    Post subject:
Update (340MB) is live.

Quote:
Balance and gameplay changes:
- "Serene Mind" skill nerfed
- "Auto-Reload" skill nerfed
- "Like the Wind skill" nerfed, 5th stage added
- "Second Chance" skill 4th stage added
- "Arm of Orochi" weapon significantly nerfed
- More auras on single enemy for Hard and Insane difficulties
- More enemies attacking at the same time for Hard and Insane difficulties
- Enemies speed increased for Insane difficulty
- Added 3 new ultra-difficult tiers for Insane difficulty with much better loot to find
- Upgrade drops quality now better reflects game difficulty - on higher difficulties better drops start occuring right from the beginning of the playthrough
- Added cap for gaining experience speed for every difficulty: after reaching certain character level player gets experience much slower, appropriate information added to difficulty description
- Fixed bug when player could get quest reward Skill Points more than once per quest per character. If character earned more than maximum number of Skill Points (level + all quests reward) - Skill Points will be capped
- Due to skills rebalance player will have all skill reset after map loaded - inventory will be automatically opened and message box will be shown
- Crafting result upgrade quality depends on source upgrades quality now, crafting price depends on expected result quality
- Final boss drop ("Ryuken" weapon) now available as final quest reward
- More special enemies, more respawns and better loot on Free Roam missions
- Elite and Superior enemy "Hellhound" won't fetch grenades now

General fixes:
- Fixed bug when player could pickup "King Skelletor" weapon before designed mission
- Gauss rifle shot tuned down and smoothed, added alternative reload animation
- Fixed bug when dual melee secondary weapon didn't inherit primary weapon stats (elemental, damage etc)
- Fixed weapon being removed from inventory when spawned as turret on map change
- Fixed "Destroyer of Realms" weapon turret throw animation
- "Damage resist" player stat now works properly
- Fixed "Second Chance" skill bug when player couldn't die even if none enemy was killed
- Fixed bug when player frezees or looses weapon when damaged or killed during teleporting
- Enemies with "Swift" aura now return to correct speed after unfreezing
- Fixed "Belly" enemy animation when reacting to Grip of Darkness
- Fixed entering T-pose for enemies with uzi.
- Some cutscene fixes
- Some walkmesh fixes
- Some missions fixes

UI changes and fixes:
- Fixed crash when replacing gems in weapons
- Fixed bug when player couldn't replace gem when all slots were occupied
- Hint area on loading screen now resizes correctly
- Added option to sell all junks with mouse, added confirmation dialog
- Corrected various translation and textual errors, added missing strings
- Fixed enemy "Tumor" mesh in Wanglopedia.

Multiplayer fixes:
- Performance issue for co-op partners fixed
- Fixed bug when "Bunny Lord" didn't drop loot for clients
- Co-op network bandwidth usage optimizations
- Fixed bug when using "Emperor's Touch" weapon produced excessive lags
- Fixed issue when client was not able to open Inventory or change weapons when using teleport during (or directly before) cutscene

Engine fixes:
- Fixed bug when game freezes on loading on 2-core CPUs
- AlienFX is now by default disabled due to crashes on some configs (add -alienfx to properties->general->set launch options in order to enable it)
- Added -nochroma switch (add -nochroma to properties->general->set launch options in order to disable Razer Chroma)
- Fixed shadow and geometry flickering
- Fixed recovering from GPU driver crash
- Non persistent console commands (e.g. r_weapon_fov) can now be loaded from autoexec.cfg
- Fixed crash when mfplat.dll is not present in system
- Optimized weapon switching CPU performance
- Fixed "DX11 Device not found" error on some notebooks
- HDR Display options are now only available when Full-Screen mode is selected (as only in this mode HDR Display works)
- Reduced audio stuttering (VO and music)
- Optimized shadow rendering performance
- On first game start dedicated GPU will be enabled instead of an integrated one

Photomode fixes:
- Increased exposure slider range
- Fixed slowmo after exiting photomode bug
- Fixed screenshot rendering (tile mode and anti-aliasing)
- Fixed FOV when entering photomode with weapon zoom enabled
- Fixed tiled screenshot mode artifacts (screenshot resolution multiplier > 1 screenshots)




Quote:
Serene Mind" skill nerfed

Da fuck? What's the point then wasting 10 XP points?

Quote:
"Like the Wind skill" nerfed


Da fuck? It wasn't even good.

Quote:
"Arm of Orochi" weapon significantly nerfed


Nerfed because they want to add Nobitsura Kage later ?lol

Quote:
"More auras on single enemy for Hard and Insane difficulties "


facepalm

Quote:
More enemies attacking at the same time for Hard and Insane difficulties


lol

Quote:
crafting price depends on expected result quality


Why do we have to pay a price? We are doing everything ourselves.




http://steamcommunity.com/app/324800/discussions/0/333656722971846431/

Laughing

Quote:
Games not to hard it's still really easy, it's just a bit anoyying to start up the game to find you lost half you skill points. this would be fine but they made the level up grind even worse.


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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 21st Oct 2016 22:37    Post subject:
@h0rnyfavn


Seems they are artificially trying to make the game harder / last longer.
Reaction


It remembers me of the first updates for Division i think:
Most things that were the only fun thing in game got nerfed so hard it made them useless.
Same just happened here it seems.
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h0rnyfavn
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Posts: 13880

PostPosted: Fri, 21st Oct 2016 22:45    Post subject:
So.let's summarize

- they buffed bulletspongy mobs even further
-they removed multiplayer quests rewards(skill points) if you already done these quests
-they removed skill poins we earned killing their buleltspongy 4 players co-op hard\insane difficulty mobs
-they made some dubious nerfs to skills.

Makes total sense.



@Bob Barnsen
Quote:
Seems they are artificially trying to make the game harder / last longer.


Yeah and in the most primitive way.

They will lose players, not keep them interested.


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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Fri, 21st Oct 2016 23:07    Post subject:
Bob Barnsen wrote:


It remembers me


great engelunden skills meine freunden. Razz

as for the patch, I have a feeling i'm in for a spanking when I load up. that is, if no skill points were lost Cool Face
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 21st Oct 2016 23:28    Post subject:
@Drowning_witch
Okay


Will play too a bit again now. Let's see.


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ClifftonBeach




Posts: 138

PostPosted: Sat, 22nd Oct 2016 00:35    Post subject:
isodemo gets the better experience again: can skip the patch
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deelix
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PostPosted: Sat, 22nd Oct 2016 00:44    Post subject:
ClifftonBeach wrote:
isodemo gets the better experience again: can skip the patch
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h0rnyfavn
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Posts: 13880

PostPosted: Sat, 22nd Oct 2016 01:17    Post subject:
I've played a bit on Hard and tbh I haven't noticed any major difference. But it might be different on insane or in co-op(hard insane)


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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 22nd Oct 2016 01:42    Post subject:
it's harder on insane. you need to have a weapon of every element now as most enemies now have a resistance+vulnerability.

i'm in this side quest, ninjad scroll part 2, and I'm trying to abandon the quest, because i'm not high enough level, and the damn game keeps telling me "can only abandon from "bla bla" location.

can't even figure out where that location is Laughing they don't let you leave a quest, pretty much


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W123




Posts: 2498
Location: USA
PostPosted: Sat, 22nd Oct 2016 02:38    Post subject:
For me definitely not worth 40$. Fun diversion though the maps are too big, too much empty space and running around. The blown out, neon colored landscapes get old after a while too.. not sure if there is more variety later on though i hope so. A lot of the loot is just plain boring, who gives a crap about +5% damage bullshit.
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AmpegV4




Posts: 6248

PostPosted: Sat, 22nd Oct 2016 09:06    Post subject:
i gave this another try... honestly just fucking hate this game Laughing

I'm playing on hardest and it just gets to the point of being unable to see anything on screen, then you get stuck in the map and die. AI for every enemy except flying drones is just run straight at the player all the time.
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h0rnyfavn
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Posts: 13880

PostPosted: Sat, 22nd Oct 2016 09:28    Post subject:
@Drowning_witch
Quote:
they don't let you leave a quest, pretty much


Teleport away?

And do other quests you have.

Quote:
just run straight at the player all the time.


Well, it's part of this particular serious sam genre Laughing


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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 22nd Oct 2016 10:36    Post subject:
W123 wrote:
For me definitely not worth 40$.

40 bucks is the price for western markets?lol

yeah, the only reason i didn't refund it cause it was 10 bucks for me.

h0rnyfavn wrote:
@Drowning_witch
Quote:
they don't let you leave a quest, pretty much


Teleport away?


ah, you can teleport back. I thought the abandon button was for leaving a mission area. Makes sense now what they say. I guess you can only abandon quests from the hub.

Btw, the performance on insane is now lower than on release. not only are there more enemies now, due to resistances, most of them either burn or glow or something, adding to the GPU load. had to take of reshade to keep constant 60 fps on ultra.


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h0rnyfavn
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Posts: 13880

PostPosted: Sat, 22nd Oct 2016 11:00    Post subject:
Imho they got themselves into a serious mess with all these upgrades\loot\mobs etc.. coz of lack of experience.


Quote:
We plan to post a Google Docs Form soon to gather all your feedback in one place and decide about future rebalance.


I think it's part of the problem. To me it looks like they have absolutely no idea how to balance their FIRST attempt at first person diablo. It's not easy , yes, but perhaps they should have hired devs who have experience in games like PoE, Diablo, Grim Dawn etc..instead of "listening carefully" to this "community". Devs with a clear vision on how to do stuff.I hope the upcoming changes they will be making won't be just based on what "community" thinks.

Btw the same applies to their first attempt at randomized level design. I think it failed. We have just 3-4 theme "pools" and levels created from these pools look the same. Imho they should have made a distinctively unique levels instead.

Anyways, what I'm trying to say is instead of creating a proper additional content , most likely they will be wasting time trying to figure out how to make all this(loot\upgrades\balacning mobs\skills etc) work. Players will get angry if not about this change then about another one, negative reviews will start piling up etc.


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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 22nd Oct 2016 11:04    Post subject:
h0rnyfavn wrote:

Btw the same applies to their first attempt at randomized level design. I think it failed. We have just 3-4 theme "pools" and levels created from these pools look the same. Imho they should have made a distinctively unique levels instead.


this is the biggest fail for me. I have strong visual memory, and seeing the same little chunks of the world in 5 different missions just messes up level memorization.

I think I literally saw a few pieces in every single quest I did so far. there's this one wall with a corpse nailed to the wall with a saber. it's in every fucking quest Laughing

It's almost impossible to orient yourself without the GPS handholders.
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JBeckman
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Posts: 34974
Location: Sweden
PostPosted: Sat, 22nd Oct 2016 11:24    Post subject:
Doing the first collection quest without a hud, I had to wander around in circles for a while and at the end I was like, WTF how do I get back, turns out holding T teleports you to a instanced version of the hub for that current quest and you just talk to the guy who gave you the job and it's done.

Of course due to wandering around like that I had a ton of little charms to sell and a crap ton of ammo and even some weapons (Sticky bo..err Bunny lord likes you!) so I could afford some of the rarer charms after selling the lower-end stuff. Very Happy

And of course without a HUD visual cues are critical for figuring out NPC resistances and vulnerabilities, shotgun, always shotgun. Razz
(How the fuck is this normal human yakuza thug even alive with a hole straight through his torso - I can see his spine. - and half his head missing - And I can see his brain too. - along with a large chunk of his arm - One-handing a uzi like a boss. - and half his leg - Including the bone structure. - anyway? Tis' but a flesh wound! Ha ha.)

(Besides this one yakuza bitch who needed to be electrified, led her through the entire town into one trap after another before she fell, worth it though with that loot I got from the "battle" with her.)
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 22nd Oct 2016 11:38    Post subject:
I'm now 4-5h in and still enjoying it pretty much.
The jokes and dialogues got more funnier it seems.

What i really dislike though is the searching for and collecting of dropped items after every fight.
Also too many and often useless upgrades drop.

The damage shown on weapons seems very strange too. For example a grenade launcher with lets say 140dmg per shot actually does MUCH less against enemies. Compared to some bow shot with similar damage per shot.


BTW, what does "Miss Rate" mean? The weapon spread when shooting?
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 22nd Oct 2016 12:15    Post subject:
JBeckman wrote:

(How the fuck is this normal human yakuza thug even alive with a hole straight through his torso - I can see his spine. - and half his head missing - And I can see his brain too. - along with a large chunk of his arm - One-handing a uzi like a boss. - and half his leg - Including the bone structure. - anyway? Tis' but a flesh wound! Ha ha.



yeah, it's awesome fighting a guy with a whole through his abdomen Very Happy
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guvna




Posts: 814

PostPosted: Sat, 22nd Oct 2016 14:05    Post subject:
Would have been better if the upgrade gems were at least interesting. I hate switching around all these small buffs you can barely notice in gameplay.
Ended up just turning the difficulty down to normal and ignoring them entirely. Those gems can fuck right off Evil or Very Mad

This could have been a classic with a different design but alas it ends up somewhere around good instead. The engine and everything holding it up is really great. Shame.
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prudislav
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PostPosted: Sat, 22nd Oct 2016 14:50    Post subject:
Ok played bit more and still really like it - love how the loot isnt the gazillion borderand nonsense but more like soulsloot with just a few well-designed weapons each with its use and gems to add elemental flare which you just collect and once in couple missions or depending on the enemies check and mod your weapons (if your playng normally and not the weird derpbiscuit pseudo-ocd way)
Still liking it more than bethesdoom


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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 22nd Oct 2016 17:50    Post subject:
I think the key to enjoying this is to forget the game's title, and approach it fully as a diablo fps. it's not as loot crazy as borderlands, but it does have much better combat than anything that could be achieved by gearbox and really, the unreal engine, which for me, never quite clicked mouse look wise. it always had that consolish, gamepad feel, as if there's a hidden grid based system in free look.

the teleport feature is basically your town portal scroll, the story is there just to tick a checkbox, and levels are there just to provide ground to stand on.

it's all about the interplay of weapon configuration and the elemental resistances of the mobs, at least on insane.


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h0rnyfavn
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Posts: 13880

PostPosted: Sat, 22nd Oct 2016 17:58    Post subject:
@Drowning_witch
Quote:
diablo fps.


The diablo part is mediocre though. They clearly have no experience when it comes to diablo stuff.I hope they get better if they decide to pursue this further in their new games.


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