Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But i can't ignore the love and passion that has been quietly dripping into this for some time now.
Highlights;
Tombstone and Sundown: Tombstone wins as my favorite villain of the pack on sheer flavor alone. There's nothing complex, deep, or sympathetic. He's an evil bank robber who's a more than a bit past his prime, and right in home in comic book insanity of having the dead rise from their graves and run off to rob banks and get in fights with people in spandex.
Rook: What feels like an X-com commander for a hero, which i haven't seen anyone else try to do.
Duskveil Falls: My favorite Environment of the set, it feels like rook City thematically, and it does add new challenges. But unlike Rook city it doesn't make me want to pull my hair out in frustration.
Anyway, thank you for posting this mod Gaist
Beyond that, Rook can help accelerate setup and provide hand / deck cycling for her team by getting past dead draws / plays so they can dig for what they're after, if you lean into the damage side she can push out numerous instances of recurring / 'free' damage to hand out which all scale with any broad damage increases you bring to a team, and she has strong draw support in general.
It may just be a playstyle thing, though. I think generally speaking a lot of sentinels players underestimate just how powerful hero targets are at all, but that's a broader discussion.
Since you're still working on content for this game, could I pass along to you an idea I had for a deck at one point?
Maybe I'll get back to proofreading stuff ._. ever
Ultimately, in testing she landed in the same range as Stuntman, Quicksilver and Terminus generally for damage-per-round and usually her damage delivery concentrates in explosive single rounds and re-prepping for them in between; she generally tested as coming out of matches pretty beat up / on low HP, as most (though not all) of her triggers require her to actually take the damage first - so damage reduction / prevention can sometimes work against her.
Duelist, on the other hand, takes a bit longer to get all of her stuff out, but then winds up drawing half her deck by mistake and following it up by getting more out of being handed a power-use out of turn than most damage dealers manage in the entire round. She gets *brutal*.