Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem









yeah, teen mains teaching people how to play the game on the opposite role :/
The declining player numbers and increasing teen queues speak for themselves. No one wants to play monster that much.
And decreasing the crafting time of weapons.
I mean the game is balanced, once you get past that steep skill floor for monster, so if you take something you have to give something.
Similarly, I think the monster ability cooldowns are rather high.
Lower the cooldowns, but make the abilities proportionally weaker.
Then instead of "the eyeball is chasing me and I already used my armor, guess I'm ♥♥♥♥♥♥" it'll be "how do I time the activation of this to parry their attack"
These two alone will make the game more back and forth, rather than baaaaaack, wait, wait, wait, fooorth