![]() The most debilitating ones, like for example, the pacifism quirk which takes away your ability to deal any damage, come with incentives that can dramatically increase the amount of gold you collect while being afflicted with them, but I never found the trade-off worth the degree to which they hindered my playstyle. The first couple times you see them, traits can be fun ways to provide some variety to each run, and some are even required to find certain secrets, but eventually some of their gimmicks do start to wear thin. Each class presents its own pros and cons, and it was always fun to play to their strengths and attempt to work around their weaknesses. While I always sprang at the chance to use the Valkyrie when they popped up in the randomized choice of three heroes at the start of every new run, I never bemoaned having to use a class that I wasn’t as familiar with. ![]() It’s not only a great way to differentiate the classes even further, but also reward those that really take the effort to learn how to effectively use each of them. ![]() ![]() These are appropriately called skill crits, and for many characters, it can be as simple as just attacking while dashing towards an enemy, but for others, it could be making sure you land with the tip of your sword, or nailing the third hit of a three-hit flurry, or landing an attack right after an evasive roll, and so on. What’s especially cool about these 13 classes is that they each have a special way of reliably doing critical hit damage if you’re able to use their weapons skillfully. ![]()
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