![]() Theres permaprogression and also a way to keep buffs/quirks on heroes who survived until you lose with them. Stress is still in its just less impactful midbattle and more impactful between battles. Loathing gain,Flame, Armor/Wheels buffs, health stress, relations, Baubles and Relics are all resources so no idea how you think there is no management. If heroes really have unique tokens then thats pretty cool, but i doubt its substantial since they all have to be all-rouders for the games structure to work Not a second healthbar with debufs and unique healing mechanics, instead a bar that affects how annoying the game gets to play with constant interuptions ![]() ![]() Stress is a relationship bar now, which was my point So, your progression is basically unlicing the hero by touching a few altars once and getting a gameplay cutscene every second one ![]()
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