Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
When I played the character it simply felt complete and on par to most others, now it just feels like half of the kit is missing, maybe because of the fact that I know what used to be there. And it is an alright character, it just feels less interesting as I did make use of all the tools available.
I won't complain about the creator having it's preferences, but I do agree with the rest in that having the choice of a pre rework version as an option would go a long way.
Before you had a level of granularity in yoru strategy that extended even outside the match between your projectile, active fighting style, runes, and selected fighting styles (allowing for a rare opportunity to counterpick). I miss the old version of the character so much because the skill ceiling used to be higher, but post-rework there's just not anything more to grow into because all of your decision making happens moment-to-moment or pre-game.
The problem now is that Lucah has no weight. There is no long-term strategy because you're not managing any resources. Look at the vanilla cast, the only character without a spacial resource is Shovel Knight, and he has his shop. As opposed to Smash, some sort of secondary resource is required in Rivals for characters to feel substantial, as percents and smash attacks don't ask you to change your tact over the course of a game nearly as much.