![]() ![]() The buffs we saw in a hands-on demo revolved around attachments to melee and projectile weapons. Once you have EP to spend, pick your favorite buff within each of these diamonds, then spend 1-2 EP to equip it and further EP to increase its power. ![]() Each of these is subdivided into three or four possible buffs. A peek at the inventory screen shows a diamond-shaped interface beneath each piece of gear, with one, two, or three diamonds. Maybe your dream-ability trio is the following: a companion dog that bites enemies' ankles a wide-radius laser that damages everything in its screen-filling wake and a "temporarily swing your melee weapon faster" buff in the form of a "deathcap mushroom." Go right ahead.Īdditionally, the game includes a new "enchantment point" (EP) currency that replaces other loot games' takes on "leveling up." Instead of investing level-up points on things like skill trees or RPG-like character stats, Minecraft Dungeons lets you dump EP into your equipable weapons and armor (not the "items," however). The other three abilities can be, well, anything you want. Two of those are dedicated to "primary" weapons, divided into melee options (left mouse button or A) and ranged weapons (right mouse button or RT). Every single character in Minecraft Dungeons can equip any weapon, spell, and ability, then load it into one of five active ability slots. This new game's biggest differentiation from Diablo, in terms of mechanics, is a lack of pre-defined classes, just like in the base Minecraft game. Play solo or team up with up to three other friends the more players, the higher the difficulty. Defeat waves of enemies, contend with traps, solve simple puzzles, and pick up oodles of loot along the way. Players control a warrior as seen from an isometric, top-down perspective, then either click a mouse or move a joystick to explore procedurally generated dungeons. Stop me if you've heard this Diablo-like sales pitch before. ![]()
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