POR QUE O PRÓLOGO NÃO FICOU BOM + Spellbreak Gameplay de Piromante (Fogo)

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Spellbreak
Game:
Spellbreak (2020)
Category:
Vlog
Duration: 24:16
5,668 views
374


E aí galera, firmeza? Neste vídeo de Spellbreak eu mostro o funcionamento do sistema de capítulos e abro a minha sincera opinião sobre ele.

Mas não é só isso, também temos 2 partidas com gameplay de Spellbreak utilizando a classe Piromante (manopla de fogo) e na construção da classe eu utilizo os talentos: Rastreamento, Fazendo a Limpa e Sedento.

Também comento dicas de como jogar no console, melhores talentos e runas para você jogar bem e entender melhor o jogo ao invés de se apoiar em habilidades cômodas.

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Descrição de todas as mudanças de Gameplay de Spellbreak:

NEW TALENTS
In this release, we're adding three brand new talents. They're unlocked for all players from day 1, so get in there and try them out, make new builds, and let us know what you think!

Vigor (Mind)
Cost: 3
Description:
Max Health: +25/30/35/50

Foresight (Body)
Cost: 3
Description:
See Future Storms and Mana Vaults
See Enemies on the Minimap every 10/9/8/5s

Ambidextrous (Spirit)
Cost: 3
Description:
Gain Level 1 Skill of Offhand Gauntlet's Class
Offhand Spell Mana Cost: -5/10/15/25%
For more about talents, please see here.

TALENT CHANGES
Vital stone’s immune effect now correctly protects against being pulled by a tornado.

Finders Keepers
Cost is now 1 (down from 2).
Its description now reads: "Chance to find Potions from Chests: +25% / Chance to find Scrolls from Chests: +50/75/100/150%"
Note: This description is slightly inaccurate. It increases the chance to find potions AND shards.
Finders Keepers* has struggled to find a place outside of very specific cases and we’ve wanted to buff it for a while now. With the changes to consumables, it seemed like a good time to expand its scope!
Fortitude

Cost is now 2 (down from 3).
Fortitude's been overshadowed by other Body talents and we want to make it more appealing by lowering its cost.

Scavenging
Cost is now 2 (up from 1).
Scav was always a great deal... Too great of a deal in fact, especially with the introduction of some of the new talents.

Fervor
Cost is now 3 (up from 2).
Long the most dominant pick of any talent category, Fervor was too often a no-brainer for what it gave. This also indirectly lowers the power of some classes/skills as well.

Escapist
Now reads: "Run Speed +3 / On Damage Taken: Run Speed +1/2/3/5 (5s)"
We've added a hefty chunk of base movement speed to Escapist and it's always on. Escapist is now for escaping, engaging, and just running around!

Thirsty
Now reads: "Consume speed 35/50/65/90% faster / Consumables replenish nearby teammates health and armor for 50% efficacy"
With the changes to consumables and more plans on the way, we needed to slow Thirsty down a bit as well as make it explicit that it only affects healing and armor. If we wanted to commit to it sharing ALL consumable effects at 50%, we'd likely have to rework it fairly significantly in the process.

Consumables
After using a consumable, the player’s vitals bar shows how much they will heal over the duration of the consumable.
An oft requested feature. You'll now be able to see just how much you'll be healed as it's happening!


NEW SMALL HEALTH POTIONS AND SMALL ARMOR SHARDS.
“After drinking for 2 seconds, heals you for 15 health over 5 seconds.” / “After consuming for 2 seconds, gives you 15 armor over 5 seconds.”
These are Common rarity.
They stack up to 6 in a hot bar slot.
They drop in stacks of 2.
These are for quick top ups in combat and since they stack to 6, you can carry around a bunch of them. Since they’re common and come in pairs, you’ll also find lots of them.
These can be used very effectively in combat to give a quick jolt to your vitals.
The current “small” versions that you’re used to have been renamed, given a new rarity, and had their values tweaked up a smidge for better rounding, but are otherwise unchanged.

HEALTH POTIONS AND ARMOR SHARDS
“After drinking for 3 seconds, heals you for 25 health over 10 seconds.” / “After consuming for 3 seconds, gives you 25 armor over 10 seconds.”
These are now Uncommon rarity.
They still stack up to 2.
We’re adding a new potion type called “Safeguard” that refills both health AND armor. These are primarily for out of combat regeneration but if you can find a longer window mid-fight, it’ll help you recover in a big way.

SAFEGUARD POTION
“After drinking for 5 seconds, gives you 25 health and armor over 10 seconds.”
These are Epic rarity.
They take up a hot bar slot but cannot be stacked.
LARGE SAFEGUARD POTION
“After drinking for 8 seconds, gives you 50 health and armor over 10 seconds.”
These are Legendary rarity.
They take up a hot bar slot but cannot be stacked.

KNOWLEDGE POTION
“After drinking for 1 second, gives you 2 bonus charges to your Rune and your Sorceries.”
These are Epic rarity.
They take up a hot bar slot but cannot be stacked.
For more about the new Consumables, check out this post.




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