![]() Latest official character tiers go from S to C but because of what I said before, sometimes the rank difference is caused only by the OPness of skills intended for support. What this game really misses is balance: most special skills intended for team-play should have had huge drawbacks, right now there are just mild to almost no "real" drawbacks. What this game really misses is balance: most special The game is fun, and it's free to play (now not even more p2w, although almost dead). The game is fun, and it's free to play (now not even more p2w, although almost dead). If you're looking for something refreshing and does require some form of (team)strategy, give it a shot! … Expand No hassle, no pay 2 win and some nice skins for characters if you're into that. Compared to other MOBA or PvP games, Archeblade gives, me the distraction and entertainment I expect of a videogame at the end of the day. I generally get replies to my questions or chitchat on the forums and ingame. The community is slowly building up to a nice group of players. During the day I'm usually quite busy with studying and there is nothing more rewarding than playing some real action game and get into gutfights. But it takes some practice to get used to the fast combos and power moves. After having played a few games I was starting to learn the different moves of the various characters. The quick tutorial at the start gives you a few instructions on how to get underway with the game. The quick tutorial at the start First impression of this game, considering considering it's still in Beta, has been very positive so far. Log: Bringing World RM_AltarOfWar.TheWorld up for play (30) at 2017.11.17-18.10.27 Log: Initializing Steam game server ScriptLog: Waiting~~Begin ScriptLog: EnableJoinGame Index : 2 Log: Bringing up level for play took: 0.356176 Log: # Finished loading level: 4.First impression of this game, considering considering it's still in Beta, has been very positive so far. Log: DevMemory: Memory allocations reported by the OS: 401.59 MB (with 0.00 MB waste) DevMemory: Virtual memory tracked in the allocators: 366.14 MB (with 333.90 MB used, 9.48 MB slack and 22.75 MB waste) Log: Game class is 'ABRoundTeamGame' DevNet: IpNetDriverSteamworks_0 TcpNetDriver listening on port 7789 DevNet: IpNetDriverSteamworks_1 TcpNetDriver listening on port 7789 Log: Initialized RedirectNetDriver, for redirecting IP connections to Steam sockets Log: NetMode is now 1 Log: Primary PhysX scene will be in software. Log: LoadMap: RM_AltarOfWar.umap?Name=Player?Team=255?ServerName=MyServer4?Port=7789?Maxplayers=6?Local=1?Ranked=0,0?SteamSockets?NoDupChamp?ChangeChamp DevNet: Browse: RM_AltarOfWar.umap?Name=Player?Team=255?ServerName=MyServer4?Port=7789?Maxplayers=6?Local=1?Ranked=0,0?SteamSockets?NoDupChamp?ChangeChamp Log: Steam Client API is unavailable (not required for servers) Code: Log: Executing Class Engine.ServerCommandlet ![]()
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