![]() ![]() Not a huge issue, more like a personal nitpick for me to fix.įor the mod itself, I used Cadence’s sprites as a base, along with her for gameplay. A part of it keeps popping in and out of view on the side his face is facing. Wouldn't hurt if they could somehow clarify in-game how parrying works, i only ever did it by accident.Hi everyone! As some of you are aware, I’m currently working on a Submas mod for Crypt of the Necrodancer!Īs of right now, I am almost done with the main things for Ingo! I just need to adjust his coat on the body sprite. Didn't quite figure out the parry yet though, is it like a ring of courage lite, or hitting one enemy lets you parry another's attack? Hm. Wouldn't be suprised if the freezing ring gets a nerf sometime though, freeze on hit with ANY weapon at ANY range? Damn, that's pretty strong. The new weapons are pretty useful though, doesn't hurt to have more weapons lying around i guess, but at the same time, can't go wrong with a good ol' spear or longsword, either. ![]() The double-damage lunge and fact you just CAN'T get stuck on enemies with it and still attack from 2 tiles just makes it the best weapon you could find, still. So yeah, none of these really outperform the rapier, if you ask me. As far as memory goes, anyway, could be mildly mistaken about how some of these work. And i guess the harp thing also has to be used like a dagger. That axe thing, well, it lacks the double damage the rapier does, so it won't outclass the rapier on damage, and the bonus damage from the rapier has always been *incredibily* useful against the more resillient or shielded enemies. The warhammer gets you stuck easily versus shielded enemies or enemies with tons of HP, making it hard to run away, if your damage output can't deal with them, anyway. I can see the staff being useful in the narrow passageways of Zone 1.Įdit: The Level Editor and weaponmaster contain titanium/obsidian/glass/blood/gold versions of the Warhammer.Įh, most new weapons seem to have some flaw to them, the staff is still wielded as a dagger, can't do ranged attacks with it, making it unfavorable to proper ranged weapons. It's definitely a fun weapon to use! It may seem like a weak weapon, but it's not like every weapon in NecroDancer has the same utility. The staff's pretty much a weaker rifle (unless you get the glass staff). Its attack range is strange enough that it's still about as strong as other late game weapons, from what I can tell. The axe pretty much obsoletes the rapier after all, it's a great counter against the skulls from Zone 5. As long as it stays a mid/late-game weapon, it's a fine addition. Think of it like a broadsword with more range. I'm thinking of wraiths/wights sneaking up on you in early zones or those annoying goblins from Zone 3. Otherwise, the Harp's great in a sticky situation. Maybe there's a downside to it, but for now, it's overpowered. With the hammer, You can pick off armadillos around the corner or take out a lich at long range. That's what made things like Boots of Pain/Lunging or Bombs viable attacking options outside of damage. Every other weapon had the ability to hit either two squares forward or horizontally three squares (think longsword vs. The Warhammer is the best weapon in the game, hands down.
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