I've been using Skycheats for almost 2 years now and have yet to have any complaints thus far, made it through 2 whole wipes and a ban wave with Deneva and never been banned. It has tons of features for you to get a superb advantage with and although its a little pricey its worth every penny for the quality and safety of use.Īlso the customer support for any products on Skycheats is phenomenal, making a ticket is super easy in the discord and they respond in a timely fasion, or if you have just some simple questions I'm sure someone in the discord would answer if you ask nicely. Stay tuned on Reddit and Discord for the latest info.Hands down the best tarkov cheese available right now. With each new release going forward we will introduce more and more of the backstory of the Hollow Lands. Our goal with the map design is to make it a tactical factor in every single fight and a strategic factor in most decisions throughout a match. This is something we have experimented with in the past and want to test out on a larger scale. We also hope to revisit more interactivity with the environment itself. This will include at least one entirely new biome and a reduction in the amount of repeated assets players will see. We want to polish the existing areas of the map and also increase the overall variety of scenery. The Hollow Lands will be changing with nearly every update in Closed Alpha. This will also include additional consumable and interactive items beyond Belts, Boots, and Amulets. Going forward we will be adding more items across all rarities as we flesh out the total item options leading into our next development phase. Over the course of the pre-alpha we experimented with a variety of options around item slots and loot overall and feel like we have found a good balance. In general, we feel good about the items currently in the game. Our goal is to make every spell interaction clear, understandable, tactical and fun. Many of the spell combinations currently in the game are still using placeholder art and there are still other combinations that are not even built out yet. We know that a major appeal of Spellbreak is the ability to combine and weave spells. As mentioned above we will also revisit some of the spells and sorcery attacks on existing gauntlets both in terms of functionality and visual fidelity. In the coming months we will be adding additional gauntlets and getting a feel for how new gauntlets will impact the overall gameplay feel and balance. The pre-alpha focused on just six schools of magic and on only one gauntlet per school. The next set of runes that will be coming will focus on mobility first to round out those options for players. There is more we want to do with both additional mobility runes, utility runes, and exploring how runes can change squad and duo play. The active abilities provided by runes are a crucial part of the combat and gameplay feel in Spellbreak. The ability to select two classes opens up a massive amount of variety and our goal is to provide interesting playstyle options and strategic build choices every single match. We feel that the class system and the in-match RPG elements it provides are a core part of what makes Spellbreak different. There may still be large changes to the class system coming as we continue listening to your feedback and evolving this feature. The next few classes will be focused on support and team play and from there we will look at how a broad baseline of classes can fit into the overall ecosystem. New classes will be rolling out over the course of Closed Alpha as we continue to build out the launch set.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |