Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Don't get me wrong, it never should've lasted forever, but now it lasts less than a second! It's small size makes it impossible to use during a combo except as an ender, but enemies in hard knockdown don't take damage, letting the enemy wait out the timer nearly for free!
I feel like there's probably a better way to add counterplay to Karma Bones. Either that or just up the damage and chip to reflect it's short duration, but I feel like that's probably a bad idea.
...Or maybe it's just a skill issue and there's an application for the Super that I haven't discovered yet. Who knows!
And I glanced over this before, but this really is a fantastic rework outside of that. The removal of omnidirectional movement on Big & Spinning Bone as well as the removal of Wall Bone spam is a great decision!
Not an insult to the comment made by sans. below me, but I honestly find this version less interesting, despite the undeniable power increase. Previous bonehead had to use setups to be effective, post-nap just throws out walls to win neutral always at any distance. You cannot do anything against it. When i fought post-nap, my opponent had to stop using bone wall entirely for the fight to get interesting in any capacity for either party.