Inkbound

Inkbound

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Ignavis Oct 29, 2023 @ 12:46pm
Chainbreakers questionable Complexity rating
With "free" movement on basic attack, a good mix of AoE and Single Target damage and damage type Hybridization which allows for way harder scaling. Its probably one of if not the easiest class at the moment.

Is the character fun? Abso-♥♥♥♥♥♥♥-lutely it is, moving around the battle field to properly use Infused Fist feels great. The Teleport on Basic attack free's up alot of movement to dodge attacks you otherwise might not have had the movement for. Dealing both types of damage makes virtually EVERY ITEM GOOD AND RARELY DOES ONE FEEL LIKE A WASTE.

Not having unlocked Godkeeper yet so i cant make a comparison, this update has made the game overall way tf easier but if having both damage types and requiring some movement is what makes a character "complex" then i might not know what the game is shooting for.

What's everyone elses view on Character Complexity and their Ratings? Do any of you feel like some deserve a different one or should it be adjusted to Difficulty instead?
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Showing 1-6 of 6 comments
V-Rabb [StD] Oct 29, 2023 @ 1:00pm 
I think the question of complexity comes from managing the Combo Stat for it's default 2 and 3 skills, not necessarily the utility of it's movement.
Limdood Oct 29, 2023 @ 1:22pm 
chainbreaker is definitely complex.

most of the augments for the chainbreaker's primary apply to only ONE of the damage types, so you need to constantly be aware of whether you're on physical or magical at the moment. Additionally, the teleport often teleports you co close that you CAN'T target anything else with it without using all of, if not more than, the movement that the basic attack grants you.

The secondary attack uses up a LOT of movement getting the right angles for the hits. It also has numerous additional uses that allow a savvy player to take advantage of it (additional, edge case uses are, in my opinion, added complexity, if not added difficulty), such as knocking the Rhinferno across the map when he's about to do his huge area attack that deals less the further out you are. It ALSO has a number of augments that apply to only specific parts of the ability.

The ascensions get even more complex, especially on the basic attack and secondary.

The aspect definitely is quite complex....though it isn't NECESSARILY complicated.

It can have many many layers to it while not being difficult to run (though I think running it at the peak of it's potential probably is pretty complicated).
I think it deserves it's 5 complexity....maybe 4



I have played the Godkeeper. It's VERY powerful. The bindings and ascensions lead to 3 different playstyles, a Bleed build, a Smite build, and a Crit build....and almost everything enhances one of those (a few augments are more defensive).....it's ascensions of each ability are very obviously and evenly split between those themes.

Godkeeper is tactically complex, with an area ranged spear attack that allows you to teleport to it for free later on, to get a bonus on your next attack depending on how long you wait to teleport (like cultivate).....And a self-centered area attack that deals more damage at the edge of it's range than the interior. Even it's primary attack is a narrow line....that deals double damage (and 1 bleed) to the closest target.

So it's attacks are clear, and they're not terribly hard to use to good effect, but there's a lot of complexity in them, especially compared to the "old" aspects. I think Godkeeper's complexity of 3 is a bit low, especially when compared against other similar complexities, like Clairvoyant, Weaver, and Star Captain.
Doodlebops Oct 29, 2023 @ 3:37pm 
Originally posted by Limdood:
chainbreaker is definitely complex.

most of the augments for the chainbreaker's primary apply to only ONE of the damage types, so you need to constantly be aware of whether you're on physical or magical at the moment. Additionally, the teleport often teleports you co close that you CAN'T target anything else with it without using all of, if not more than, the movement that the basic attack grants you.

The secondary attack uses up a LOT of movement getting the right angles for the hits. It also has numerous additional uses that allow a savvy player to take advantage of it (additional, edge case uses are, in my opinion, added complexity, if not added difficulty), such as knocking the Rhinferno across the map when he's about to do his huge area attack that deals less the further out you are. It ALSO has a number of augments that apply to only specific parts of the ability.

The ascensions get even more complex, especially on the basic attack and secondary.

The aspect definitely is quite complex....though it isn't NECESSARILY complicated.

It can have many many layers to it while not being difficult to run (though I think running it at the peak of it's potential probably is pretty complicated).
I think it deserves it's 5 complexity....maybe 4



I have played the Godkeeper. It's VERY powerful. The bindings and ascensions lead to 3 different playstyles, a Bleed build, a Smite build, and a Crit build....and almost everything enhances one of those (a few augments are more defensive).....it's ascensions of each ability are very obviously and evenly split between those themes.

Godkeeper is tactically complex, with an area ranged spear attack that allows you to teleport to it for free later on, to get a bonus on your next attack depending on how long you wait to teleport (like cultivate).....And a self-centered area attack that deals more damage at the edge of it's range than the interior. Even it's primary attack is a narrow line....that deals double damage (and 1 bleed) to the closest target.

So it's attacks are clear, and they're not terribly hard to use to good effect, but there's a lot of complexity in them, especially compared to the "old" aspects. I think Godkeeper's complexity of 3 is a bit low, especially when compared against other similar complexities, like Clairvoyant, Weaver, and Star Captain.

Do you have any tips for trinkets on Godkeeper? I can get through runs pretty consistently with Obelisk but I can't finish (or even get to final boss) with him yet. I feel like he is only STARTING to get strong right before the boss fight. I have been maining him since Obelisk but starting to get frustrated.
Limdood Oct 29, 2023 @ 5:10pm 
Godkeeper wants blink for sure....it's free velocity effectively every turn.

As for the other binding, I've been doing quite well with invigorate when doing pure damage/crit builds. toss spear, teleport to spear, blink anywhere, use invigorate, then use your whirlwind for triple or higher damage. If you don't need the spear teleport, save it and get an even bigger benefit later.

For bleed setups, grasp or cleave is OK, though godkeeper honestly does bleed better than cleave. You could go survivability with shield wall or cultivate to let you spam apply bleed after a boss goes into phasing.

For smite setups, anything that can apply hex is helpful, though again, nothing you draft binding wise is really going to compare to the smite damage you're already doing, so once more, survivability/utility is probably best.

Godkeeper's base kit is quite good and really doesn't need anymore damage, every binding you get should focus on extending the usefulness of the base kit or staying alive.


Now for vestiges:
shadow set with bastion and/or vigorous is ALWAYS useful for ANY aspect....in fact full shadow plus full vigorous (throw some verdant on there to get REALLY silly) wins with ANY aspect, ANY bindings, ANY augments. you can spam an un-augmented basic attack for the entire run and win easily with the sheer damage bonus and self-healing they grant you.

Otherwise, you want to try to match your vestiges to the type of godkeeper you're playing.

Bleed vestiges are....hard to find. You may need some moderate rerolling to get any, and you'll DEFINITELY want to snag any common bleed vestiges you see and melt them for double bonus. the uncommon vestige that applies 1 bleed on any hit is just amazing for this build and you should grab it whenever possible if playing bleed godkeeper. The other bleed vestige worth keeping is the "gain vigor when dealing bleed damage" rare vestige. You also want decent self healing with a bleed build (just like with burn and poison builds on any class) since you have to let the enemies act before bleed applies. At least until you get the blood spear ascension.

Crit build godkeeper is really easy. There's LOTS of crit vestiges....just go for crit + reaver vestiges often, and throw on some vestiges that trigger crit charges to help out. This build really benefits from building up a bunch of bonuses then wiping the field out in one swing. Since the whirlwind ability has a quite low CD, one orb means you can use it every turn, so this build really doesn't care too much about defense (at least in solo play) since you can reliably wipe the field every turn, and if you can't wipe it in one turn, you can easily clean it up on the second turn, and godkeeper has the mobility to move to safety reliably.

Smite build is super vestige-focused. It's the trickiest too, because a lot of the smite vestige set items are useless when melted for the set bonus. each smite vestige triggers a smite under some condition or other, so if you melt it, you lose that triggered smite. The easiest ones early on are probably smite on gaining shield and smite on grabbing an orb. Smite on turn start is OK, but you'll want to melt that one eventually most likely. The REAL gold of the smite set is smite on hit, the "gaze" vestige, and "on smiting, smite again"....but those are all legendaries. Blessing of Kwills is really handy for the smite build for that reason. The other thing you probably want is orb generation if possible. The basic attack ascension that augments your smite is better the more times you use it in a turn, and more orbs = more chances to use your basic toolkit and the smite ascensions you've hopefully grabbed. Lastly, if you get smite on gaining shield, you might look into shield on blink and shield on teleporting to spear augments.



For trinkets, Blessing of Kwills is an ALWAYS solid choice with any aspect. Marker of the unbound is alright if you're given a "blight pools underneath any killed enemy" challenge, though it works better on other aspects since godkeeper needs a target to use his basic attack. Bounty of Sentient Beings will make the crit build work nicely, and since that one is least focused on vestiges, you're not missing anything by skipping blessing of Kwills. Clips of extraction is an interesting one to consider for smite build....2 orbs/turn by default means a spear every turn and "smite on collecting an orb" 2/turn.



I made a thread about this elsewhere, but with the new update, your ability to say "i want to play THIS EXACT type of run" before you even start a run is diminished. There are more options than ever, loads of vestiges interacting peculiarly, and more of each rarity of augment, so you're a lot LESS likely to be able to grab exactly what you want for a run than you were pre-update.

Instead, you want to see what you're offered. Look at ALL offered options before choosing anything (2 vaults? look at both before you reroll or pick anything....the one vault and augment at the start? same thing! You don't want to decide on bleed pre-run, and then get offered a really nice smite vestige and augment at the start, and miss them because you rerolled before checking).

To that end, I can't recommend Blessing of Kwills enough, and I can't recommend AGAINST the trinkets that force a certain playstyle enough (blaze of brigid, etc.)....since the first one (and a few others....marker of the unbound, clips of extraction, chart of stars, and sort-of-heart of a hero) works for most any options offered, while the specific style trinkets might block or seriously hinder you from actually utilizing what you are offered.
Blazikasu Oct 29, 2023 @ 5:24pm 
Originally posted by V-Rabb StD:
I think the question of complexity comes from managing the Combo Stat for it's default 2 and 3 skills, not necessarily the utility of it's movement.
idk I just got poison and mashed on my 1st run with him and worked just fine on ascension 10
Ananym Oct 30, 2023 @ 7:51am 
I've only played a few chain runs - while it does feel simplistic at first, managing combo well definitely has some nuance with the combo interactions on the evolved skills.
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Date Posted: Oct 29, 2023 @ 12:46pm
Posts: 6