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Against groups it feels perfectly reasonable to play, so I can understand how it's tuned the way it is. But it *really* needs something to balance it for cases where you are fighting 1-2 enemies, because every late-game encounter boils down to "sweep big groups of enemies, then spend 15 minutes killing the last one while it does forced damage to you. Hope you've got healing or shielding."
Having some movement built into its kit would help. I feel obligated to grab Blink to stay alive since the range on its core move is so limited, which means I've only got one slot left to try and pick up a damage ability in. So far my luck has been bad and I've yet to get offered a good damage move to grab on my runs, so I end up with the Will flower or heal or shield wall.
It's at least really funny to spend 15 will in one turn and stack 100 burn on a boss, but I'm definitely running out of patience with Weaver. It feels way more vulnerable to augment/ability/item luck than the other aspects. In comparison playing Mosscloak or Obelisk is a blast. Weaver's balance makes me worried that Clairvoyant (which I just unlocked) will have the same design problems :(
The biggest issue for me is that Weaver cannot deal any decent damage without having everything tethered first. This is a liability as tethering costs valuable will that you do not have. Adding to the injury is that Tether does basically no damage at all. And when you are out of cooldowns you spam Tether too which is just pitiful.
There is no choice making here like in other aspects where every binding does something other useful. Tether is always the worse choice.
The thing to remember is an order of operations type thing. Constrict is a set damage split across all. While not so helpful with 12 Threaded enemies in the field, it becomes your big hit on single targets.
And Stitch deals more damage the more Threaded you have. So it's the opposite of Constrict. Not so great against a single foe, but when you have the field Threaded, it becomes a tank cracker.
So far I've only played solo, and I've had the most fun on Weaver. Give me Blink and Regen, and I'm good. Even better if I can get 1 blink cooldown and 1 or 2 Energizing Blink, and the Shielding Restoration augment. What I can't dodge with Blink gets reduced by 10(13) just from Shield Resto and Thread armor. And getting 10 health and up to armor every turn.... you really have some nice survivability.
I completely agree. I've since won runs with weaver, but they all had blink. Which feels kinda bad that its a necessity for the character. Though to be fair I think blink in general is waaay to strong. Its easily its the ability in the game just from the fact that positioning is so important, and thats not even taking into account all of its insane upgrades like lowering cost and cool down and spawning orbs. I feel like 80% of my runs win because I got blink.
Without Blink, Weaver just feels bleeargh unless you get lucky and get like the area or range or cost upgrades on Tether
I'd like to take this one step further: That means Weaver is bad.
In games like these, early and mid game *is* the game. By the time you're fighting the final boss, you are oomphed out of your mind and ready to spill ink in generous portions. If you lose at that point, something has gone really, really wrong.
On the flip side, when all you've got is your base kit, or maybe a half baked build that's still missing some very important pieces; you are in great danger. Early and midgame is both the most crucial part of the game, and the toughest.
The boss is just a victory lap.
So, in summary, Weaver is really bad during the toughest, most crucial part of the game, but is great during the face roll part.
This equates to bad.
Weaver is bad.
Weaver is also my favorite class by far.