![]() Particularly for the Necromancer, I had to guess whether +4.3 "skeleton level" was as valuable as +24 percent "summon quality." Did buffing my own attack speed also make my skeletons hit faster? Unclear. Likewise, some enemy abilities aren't easy to understand, even though Loop Hero contains tooltips. It could be argued that all this under-explanation is a deliberate, nostalgic part of a retro RPG that doesn't tutorialize or hold your hand. I'd be wary of opening up a wiki on Loop Hero and potentially spoiling its best surprises. ![]() Loop Hero's in-game encyclopedia is a smart way of mitigating some of this confusion (as a bonus, be sure to unlock the actual paragraphs of lore for super mundane items, like a dresser). Loop Hero does have some fun class-specific nuances. The Necromancer was my favorite class to play. Combats with multiple enemies can become pleasantly tense battles of attrition, where your Necro struggles to summon enough skeletons to soak. The Rogue only earns loot once he reaches the campfire tile, so you're often holding your breath until you reach this finish line, praying you make it there alive to heal up and gear up. Necromancers get a unique amulet slot that gives them a powerful HP over-shield, an accessory unaffected by cards that lower max HP. These are wonderful little pockets of depth considering you have zero control over combat other than the gear you're wearing. The sims 1 complete collection looping upgrade#.
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