Stress is used in special attacks which generally have long activations and deal lots of damage. Stress: Stress is built up as you use attacks that cost patience, or by using the Overtime bonuses which give you extra stress (they technically cost a small amount but is relatively insignificant). The only way to restore patience is with cheerleaders and the key to high scores is very effective use of them. It’s best if, for optimization purposes, you assume worst case scenarios of 2 extra patience per attack, although you can reduce it to 1 or even 0 with skill or luck. I would have liked it if attacking gave you a small (.25s) grace period so we could do more perfect chains, but as it stands every attack you make has a significant chance of causing patience decay inbetween as well as the cost of attacking. It also decays rapidly if you do not attack. Patience: This is your health, and it goes down as you attack. Cheerleaders turn the game into a different optimization system anyway, since it becomes less about damage efficiency and more about stalling the game so your cheerleaders recharge.Īt its heart, this game is about juggling five resources. If you’re using this game to practice that skill, you might want to play without cheerleaders so your scores are more indicative of your damage output. If you’re a World of Warcraft player or any sort of MMO player, you can learn quite a bit from playing this game, as it encourages you to produce optimal rotations for maximum damage. I stumbled across this game looking at new games, and while it has a lot in common with other types of games it’s interesting because there’s a lot of optimization in attack chains and cycling different stuff.
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March 2023
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