It also increases the rate at which a character learns Weapon Skills. Intellect - Increases total mana pool and raises Spell Critical Hit chance.This is Hunter's primary statistic by far. Agility will improve your defenses by a bit and massively increase your offensive capabilities. Agility - Increases Armor, provides additional Dodge chance, Weapon Critical Strike chance and increases Ranged Attack Power.Strong in Open World PvP (high range and great mobility make Hunter very annoying to deal with) Ranged Weapons require ammo, and a Quiver/Ammo Pouch uses up an inventory slot Quick to level thanks to mobility, good sustain, and a PetĪ dead zone between 5yd and 8yd from the Hunter (distance between minimum Ranged Attack Range and maximum Melee Swing Range) can be exploited by experienced enemies in PvPĪ versatile toolkit (Feign Death, Traps, Flare, and more) that comes in handy in both PvP and PvE Pets require food to stay happy and might abandon you if you neglect them Good self-Sustain, and high Damage potential You will be forced to abandon old and Tame new pets as you progress through levels because they level up slower than you Personal Tank in the form of a loyal Pet makes Hunter very self-sufficient Taming a pet will not scale its level (if you tame a level 5 Beast as a level 60, it will remain at level5) Hunter can also boost the mobility of his group thanks to the Aspect of the Pack Good Mobility thanks to Aspect of the Cheetah and movement speed increasing Talents. ![]() This guide will aid you and your Hunter on your journey to level 60 it will help you choose a Race, present you with an optimal leveling Talent build, point you towards Dungeons and Quests that award worthwhile Ranged Weapons, provide some tips & tricks, and more. Their End-Game PvE DPS, while not the highest, is good enough to secure them spots in Raids when combined with their kiting and CC abilities that are simply necessary for some encounters. The Dead Zone can be exploited by experienced enemy Spell Casters and make Hunter's life rather miserable (but exploiting it well takes a lot of skill and is by no means easy). Their main weakness in PvP is the so-called Dead Zone, which is an area around the Hunter between his minimal Ranged Attack and maximum Melee Attack ranges - between 8 and 5 yards around him (which means that Hunter can't attack Targets that are within that area). Hunters Excel in both Open World and Battleground PvP thanks to their high Damage output, surprisingly potent Crowd Control options, very high Range, and a Pat that can harass their Targets and be very annoying to deal with efficiently. Their high Damage output and good sustain, combined with their Pet companions, let them progress through levels at a pace unmatched by any other Class and even solo level-appropriate Elite Mobs without too much of a problem. As a Class, they are easy to play and surprisingly difficult to master, as there are a lot of things that a good Hunter must learn and finetune (micromanaging Pets, Stutter Stepping, playing around Hunter's main weakness in PvP - a Dead Zone, etc.). This could continue indefinitely, and I have seen videos of some particularly dedicated players getting hundreds of waves in.Hunters are ranged damage-dealers that rely on their loyal Pets when it comes to keeping their enemies at a safe distance. Players at the maximum level would also be challenged, as each maximum-level wave would be progressively stronger than the last but also drop progressively more powerful items. Weapons and armor would also scale to the player’s level, ensuring players never received items that were either too high level for them to use, or too weak to be useful. ![]() I achieved this by having both the enemies and their abilities work off a custom scaling system allowing them to always be challenging and relevant to the player by scaling to their level. ![]() My design goal was to have everything in the Pit of Trials scale to the player’s level. ![]() It adds full touch support for both of the Vita’s touch screens, as well as new levels, dungeons, game modes, weapons, armour and quests.įor the Vita version of the game I was responsible for creating a new game mode called the Pit of Trials, a ruthless arena mode that pits 1-4 characters against waves of increasingly powerful enemies. On this project I performed many roles, including game, level and mechanic design, designing boss encounters, creating items, game balance and scripting.ĭungeon Hunter: Alliance was later also a launch title for the PS Vita (released in some regions as Dark Quest), with extensive new features. The game features 30+ levels, thousands of items and dozens of bosses, alongside a uniquely flexible multiplayer system, allowing players to mix and match local and online co-op with up to 4 players. It was the #1 selling Playstation Network game for over a month after release. Dungeon Hunter: Alliance is a hack and slash dungeon crawler for the PS3.
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