33 Immortals Gameplay Pode ser divertido para qualquer um
33 Immortals Gameplay Pode ser divertido para qualquer um
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Bumping into another player or two, teaming up to fight random objectives, then going through the entire dungeon, only to get separated and somehow feel melancholy about that 20-minute unspoken bond is probably something you can only get from a video game.
C’est justement au niveau des armes que 33 Immortals vient densifier son gameplay centré avant tout sur la coopé especialmenteration. Au nombre pour l’instant por 4, nous avons donc au choix :
Sustain your numbers as best you can, for only the strongest group of survivors stand a fighting chance in brutal boss battles. Rise above the Almighty
Thankfully, Thunder Lotus has been listening it seems, as a changelog for the day-one patch I’ve seen lists a permanent reduction of the dodge cooldown to 1 second. The update will also offer more perks when starting out and reduce the number of hurdles you have to jump through to unlock features like weapon upgrades, hopefully reducing the starting grind.
I didn’t find any of the characters in the hub world particularly intriguing, but they serve their purpose just fine. Besides, it’s not about them — the main focus in 33 Immortals
I’ve seen players perish multiple times attempting to activate these when a massive attack is about to hit or a trap is set to activate. If successful though, the result is almost always worth it. While the cooldown can be high, activating them can rain down arrows, slow enemies within an area, offer shields to allies, and more, with each player having access to one co-op power depending on their chosen weapon.
I had good luck defeating Torture Chambers with just three or four fighters Perfeito, but six was always welcome, hence my eventual shepherding. I also ended up prioritizing keys when shopping at the Bone Shrines scattered around Inferno because, dang it, I love unlocking chests.
That Dark Woods safe haven I mentioned is where weapons are chosen, perks are wished for, and upgrades are purchased using loot from previous runs. At the early access launch, the title has four weapons to choose from: sword, bow, daggers, and staff, each offering a different play styles, movesets, and powers. After trying out the sword’s heavy slashes and blocks, the staff’s AOE blasts, and the dagger’s unrelenting aggressiveness, the bow was what I clicked with.
describes itself as a distillation of the MMO raid experience, an action-packed roguelike where 33 players are placed together on a large world map, a land 33 Immortals Gameplay littered with charred buildings and jagged spears of stone surrounded by flames. It’s also full of monsters. Lots of monsters.
The later runs, I was also completing meta objectives that would unlock permanent upgrades in the future. Building that perfect character so I wouldn’t let my fellow immortals down has a certain nice feeling to it, even though the possibility of meeting the same random player groups can be low.
In the same options menu, control bindings for both keyboard and mouse, and controllers, are missing. I did not have any issues with the existing control scheme, but that doesn’t mean this shouldn’t be a launch feature, even for an early access experience.
Being an early access release, Thunder Lotus has a lot more planned for the title following its initial release. On the road to 1.0, the studio hopes to add more features like private sessions, more enemy and boss variety, and the third world that let players fight God.
Of all these choices, I liked playing with the Bow of Hope the most, as it kept me at a decent length away from enemy attacks. Also, its Guiding Light feature, where returning arrows sliced through monsters on the way back into my quiver, allowed for a nice interplay of positioning to my targets so I could double-up on damage. I really like how 33 Immortals
There are also the co-op abilities attached to every class, which is one of my favorite feature implementation in the game. Holding down this button makes your character slam down a massive rune on the ground, making specific areas where more players must stand and activate them together. This can be extremely perilous when so many enemies are on screen.