Wave Defense: OVERDRIVE! - Dual Headsplitters Showcase (v1.1)

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  • Опубликовано: 20 ноя 2024

Комментарии • 7

  • @niiyfu
    @niiyfu  9 часов назад

    Dual Headsplitters’ Trello Page: trello.com/c/oyCJ5TlH/20-dual-headsplitters
    Check it out if you want a more in-depth look at the weapon's mechanics and other information!

  • @JesúsAdriánBenavidez
    @JesúsAdriánBenavidez 9 часов назад

    Really good video

  • @nogud21
    @nogud21 5 часов назад

    Viking

  • @NotS4b
    @NotS4b Час назад

    hi kneepoo! (x3)

    • @niiyfu
      @niiyfu  Час назад

      @@NotS4b Hallo

  • @Arsonist-Monkey
    @Arsonist-Monkey 8 часов назад

    I feel like they just added 1 move and a execute then called it a day for this one

    • @niiyfu
      @niiyfu  7 часов назад

      @@Arsonist-Monkey Execute has always been a thing ever since the weapon was out. The only difference is that it got buffed by 10% so it’s actually usable now because back then, it wasn’t worth the trouble to execute enemies at 25% HP because using Cleave to kill them slightly above that threshold usually does the job.
      As for Flame Imbue’s replacement, it was heavily needed because Dual Headsplitters’ Flame Imbue was just straight up dookie. Only affected two enemies and had a really long cooldown, which was really just wasted potential for the weapon itself. Rock Kick was your only way to suppress a horde, and yet its damage output was on the weaker compared to other weapons’ multi-target moves. Leaping Slam was what Rock Kick (or just the weapon as a whole) needed. It opened up new opportunities by allowing the user to extend their combos with it or even just use it for mobility/safety.
      You are not wrong, however. These changes are rather small. Though, not all changes have to be big in order to be impactful.