![]() ![]() There’s the wizard-like character, who specializes in magic, a rogue-like character with quick, but light, attacks and a specialization in distance-based attacks, and the warrior-like character. All classes are still Victor, but they play decidedly different. Victor Vran‘s controller utilization feels much more in line with the mouse and keyboard’s more strategy-lite feeling.įollowing the tutorial, you’re given the option of choosing one of three classes. ![]() In fact, the console ports of Diablo 3 always felt a bit more arcadey than their PC counterpart. Again, it doesn’t quite match up to what Blizzard was able to accomplish with Diablo 3 on consoles, but it’s more than serviceable. Both options have their limitations, as one would expect, but I found the controller implementation to be well-handled. Players are given the option of using either a mouse and keyboard or a controller (I went with the controller). You learn the basics of movement and combat. The game begins with a tutorial of sorts. Luckily, few are sticking with Victor Vran for it’s story. It’s distractedly similar to The Witcher in many ways, not to the point of imitation, but more in a sense of accidental ode. The titular character is a monster hunter in a steam-punk inspired, medieval world. The same actor who voiced Geralt in The Witcher series voices Victor Vran. Perhaps most distracting is the presence of some of the voice actors. Again, probably due to budgetary limits, nothing quite matches up to Diablo‘s grandeur, but fits nicely around what Torchlight has been capable of. ![]() While it lacks some of the beauty found in Diablo 3‘s cutscenes, it makes up for it with some decent voice acting and great music. Victor Vran features about as much story as one would expect from an ARPG. Path of Exile and the Torchlight games have had the most success, but with the release of Victor Vran, it’s safe to say there’s now another fighter in the ring. While Diablo and it’s sequels, to greater or lesser degrees, have largely been seen as the high-water mark of the genre, plenty of other contenders have certainly tried to match it. 14 Charging methods and 5 effects per rarity.The action-RPG genre has certainly had it’s share of highs and lows. Based on the random properties the Talismans can receive, this gives a total of 210 possible talismans, with 70 per rarity.*Doesn't affect Champions, Bosses or Tyrants.Ĭharge with (100-340) Energy per Special Weapon attackĬharge with (50-110) Energy per Deflected AttackĬharge with (0.10-0.28) Energy per 1 Damage DealtĬharge with (100-460) Energy per Positive Condition GainedĬharge with (15-51) Energy per Critical HitĬharge with (500-1100) Energy per Loot Picked UpĬharge with (3-11) Energy per ***1% Of Maximum Health*** Points of Health RestoredĬharge with 200 Energy per second While Having (3-1) Positive ConditionsĬharge with (25-55) Energy per Basic Weapon attackĬharge with 200 Energy per second While Below (40%-76%) HealthĬharge with (50-110) Energy per Split-timed AttackĬharge with (200-320) Energy per Demon Power usedĬharge with (350-530) Energy per Consumable Used A number of ball lightnings appear and start targeting Electrocuted enemiesĪll enemies within (5-11) m radius and in line of sight turn into dancing skeletons and then die. Each explosion deals (~22% of weapon damage) damage to each monster in 3 m radius.Īll enemies within 10 m radius become Electrocuted for (10-34) sec. Teleport to another place causing fierce explosions on both ends. Doesn't affect Champions, Bosses or Tyrants.Īll attacks are critical hits for the next (15-33) sec. Each hit is an instan kill for the next (7-13) sec. Lightning strike hit nearby Electrocuted enemies.Īll attacks Daze enemies for (20-68) sec.įull heal. Gain several positive conditions for (20-44) secĬauses a fierce explosion, dealing (~68% of weapon damage) damage and inflict Burning condition to all enemies in 5 m radius.Īll enemies in 10 m radius become Electrocuted for (10-34) sec. Each fireball creates fiery explosion on hit dealing (~22% of weapon damage) damage.Īll enemies in 10 m radius become Electrocuted for (20-44) sec.Īpplies the Slow condition to all enemies in 10 m radius for (20-44) sec. Releases 5 fireballs towards the nearest enemies. Killed enemies leave exploding pumpkins damaging other enemies for the next (15-33) sec. The Trigger rate is random when the Uncommon/green Talisman transmutes into a Rare/yellow or the Rare/yellow transmutes into a Legendary/purple.ģ of the same Trigger Rate keeps the same Trigger rate. Talismans may be received by gambling at the transmutation station:ģ Uncommon/green gives an Uncommon/green Talisman or a chance for a Rare/yellow Talisman.ģ Rare/yellow gives an Uncommon/green Talisman or a chance for a Legendary/purple Talisman. The Talismans themselves don't drop as loot but the recipe for Talismans are dropped as regular loot. ![]()
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