For example locking a manual flashlight behind a card is really just dumb (this is speculation and not confirmed), and melee is largely ineffectual unless you the cards to build a class specifically around it. *It's worth mentioning that the system isn't perfect, as some aspect of gameplay do feel a bit nerfed to justify the card system. This is only the Beta build and I feel like I've only scratched the surface, with more cards to come. *Corruption cards help shake up the enemy gameplay with more to comeĪnd much, much more. 'Scar Tissue': Take 1 less damage from all Ridden seriously adds up for melee builds. There are a lot of other cards that can really alter gameplay like 'Down In Front': 10% dmg Resistance and no friendly fire will be given. Melee builds with high stamina and movement cards is a lot of fun There are shotgun-specific builds that turn you into an absolute beast But I've taken this as (yet another) learning example of how we as a gaming community should really hold off on judgment and opinions when it comes to game mechanics before we actually get our hands on it (or at the very least a journalist/reviewer you trust) to properly form your opinion.Īfter completing 7 supply lines I have to see I'm really impressed and enjoying the card system, when it comes to Veteran (the only difficulty worth playing).Ī good medic build with proper cards can absolutely carry a team such as: Increased revive time, increased item use speed, cards that give everyone 25HP when someone is down (which can stack) ![]() It looked confusing and unnecessary at first. I think it goes without saying that a lot of people, myself included, were pretty unsure about the card system when it was revealed.
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