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
For instance, Wounds. Wounds are the amount of hits you can take before you either a) Die (TTWG) or B) Start taking critical damage (TTRPG)
I know based on my own experience when I started, I thought it might work similar to the way many MMOs show health bars, where more bars implies more total health. That's likely why the one reference I saw stated this. I understand now it [probably] only increases the number of bars, but I would like to see the mechanic explained.
Thanks! I would like to expand on the guide but struggle to find the time to do so. If I do I plan to expand with enemy types, hidden stat values, special attacks and hidden passives!
I do agree with the comments I see asking you to expand. Your work is good. You should add to it if you have the drive to do it.
I would advise expanding it to cover enemy types, armor, and various other things that Darktide doesn't define for us.