Not exact matches
Because of the
damage max efforts
take on the body and mind, they
take time to recover from and they must be cycled in and out of training correctly.
Your
max health is permanently decreased as you
take substantial amounts of
damage.
Facedown ones just represent generic scrapes, cuts and bruises that you might accrue while battling the supernatural, and if you build up enough
damage equal to your investigator's
max health then they'll have to
take a Wounded card before then discard all facedown
damage and starting over.
Also, the weapons don't feel like they have much power to them at the moment, sometimes
taking insane amounts to put an enemy down and just feeling a bit useless, especially when compared to those sodding rocket launchers of doom and that sniper rifle with
max damage stats.
Adjustments - Timing shortened from being downed to rising, rising into a movement, mid-air quick recovery, jumping, dashing, moving (on ground or midair), attacking, or guarding - Awakening: Fixed bug where attacks at very close range came from unguardable angles; these can now be guarded - Dash Combo: Fixed bug where Tag Combos weren't counted for achievement purposes unless landed on a foe who was incapacitated by a Tag Combo - Brynhildr (Awakened): Boosted movement speed, turning radius, and
max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Ares (Summon Special Move 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted movement speed, turning radius, and
max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who
take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and
max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while charging.
The
max damage that can be
taken is only 30 %, so this form of combat never really turns the tides of battle too much.
When the gauge reaches its
max, the enemy is staggered and
takes extra
damage for a limited period of time.
Take too much
damage and your
max health will start to decline, so the health mechanism used in the game is not a license to approach things Rambo - style.
Missing objectives will cost you a chunk of that
max pay, but more importantly how much
damage your mechs
take will directly impact your bottom line.
i spent the first part constantly going back to the save crystal just in case — then changed my mind on that since it just
took too long — so kept fighting — about halfway through my
max damage went from 9999 to 4999 — then with a quarter left it went to 2999 — so evidently it kept
taking longer and longer to
take him down — i almost died at one point which scared me lol — Yiazmat was also getting more aggressive — which meant figuring out a different tactic