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回報翻譯問題






it should be noted that the name "Temptress" will always have the skin in singleplayer, hence why player 2 will have it in singleplayer. THIS DOES NOT WORK IN MULTIPLAYER.
Skins list has also updated
oh and the skin sale has ended as of a few hours ago.
being verry agressive is fine but winning in 2 combo is a bit too easy,
or more of her attack should be a combo breaker with good DI.
I don't know if that what you want Trinity but rn Tempress is more of a broken chararcter like Chara than a balanced one, wich is a shame cauz this game need more skill based character.
(btw i love your work <3)
- Removed Stalker's Night and replaced with a new mechanic: Full Bodied
- Full Bodied is a two stance mechanic that allows Temptress to use either her hands or legs to attack.
- It's adjacent to Delta's stance, except far fewer attacks are included
- Leg stance is better at neutral, due to access to her full movement kit, while Fist stance is used to enforce already established pressure/advantage, since it lacks the raw approaching power of Leg stance, due to the lack of Quickstep, and has a more limited jump angle. In exchange, her double jump can go down in the same angle as her restricted jump
- Buffed Flight gain moderately overall
- Might revert, but her flight economy was very poor with the old values + the new Full Bodied mechanic.
- Minor drag script tweaks to fix issues regarding Let's Dance
think of it like a damage buff that's not that effected by damage scaling. (or just a damage scaling stall move, that too.)
i'd say it'd be fair if Lets dance gets slightly nerfed, or decently nerfed, especially if any aditional damage buff or this goes out. (in my opinion, it's better to have more of an even spread of damage with the rest of their moveset.)
the only other complaint that's on my mind is the special move that gives the stance in the air.
it's way too far most of the times, even with stalk, it's crazy far in comparison.
now i'm not saying that you should make it go forward, at least make go to neutral or a back dash distance away. (the only reason why i'm saying this, the initial jump is crazy low.)
but they need some better damage options, and i don't know if regular damage scaling exists but here's an idea.
using hearts or some form of hustle(s) that hits the opponent in the middle of the combo or before the start of a combo can temporarily increase damage taken from her super, like taking a huge counter hit that doesn't scale that much. (plus, i think it'd be an interesting direction to take the character.)
effectively doing an inverse version of damage scaling at first.
sacrifice damage (and potential bar to expedite the process) to build up the inverse damage scale and do a simple combo, then they can potentially get tons of damage that's worth the investment.
this i didn't really put any thought into, but i just think could be neat.
character is still really fun to play with, but they do need some form of better damage options aside from just comboing and the super.