Managing both of the bars is an art, then, as the end of a battle replenishes them all. Your abilities, too, might nibble them in exchange for increased potency. The double health bars represent physical and spiritual damage, and enemies might nibble away at either. On their own, these mechanics are rather special. You are wide open, and your ‘Demonic Essence’ begins to take a hit. You will have to keep an eye on each disciple, too, as they have two bars – HP and SP – and if either of them reaches zero, then they enter a ‘vulnerable’ state, which effectively means that any more hits on them leads to damage to you instead. Use an ability and it goes on cooldown, meaning that – while you can choose the same disciple multiple times in one turn – they can’t just hammer the same power. You can spaff them all on your single, most powerful character, for example, or you can spread the points around, attacking with everyone.įactors will make this decision difficult. Then it’s turn-taking time, as you are given a pot of action points to spend, and the freedom to spend them – pretty much – wherever you want. Heroes (sorry, anti-heroes) line up on the left, and your opponents line up on the right. Instead, what Rogue Lords offers is turn-based battles that have the rough outline of a JRPG. But, unlike Slay the Spire, the combat is a departure from card games and deckbuilding.
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