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Underline issue with melee how often they end their turns in high risk areas to become seriously debuffed by ranged enemies. While in comparison ranged characters can always end their turns in safe zones and stack nothing but damage, crits and multi-targets.
Certainly some melee weapons are probably weaker than the alternatives in the other schools (or maybe not, but rifles and pistols are just complete garbage in my opinion), but you can build some great characters based off of hammers and spears. Yes you need movement, but maybe just use a teleport crystal or 2nd set sword if you can't pack it on through items or levels.
If you are often ending your turn in bad places then that's more a failure of you to plan correctly (or sometimes just RNG hosing you with where the monsters are coming from) than it is anything about melee generally. Also you can rely on stuns to build a wall you can hide behind...
One thing I noticed as I play with more melee/trash weapons is you get penalized for taking damage as a character in your rating--which is fine except if you play with Vampire. So by the end of night, my character has full health but took a ton of damage because I focused damage on him vs my defenses. You should only get penalized for the damage you can't recover from things like potions and perks.
That said, I'm still having fun laying waste to monsters and trying to make odd weapon combos work.
The pistol is actually pretty decent if you use it correctly. I seem to be able to 1-shot runners with the claw (with little dodge chance) from great distances which builds momentum, then I fire off a 1-shot momentum kill on virtually anything else and repeat. Toss in a grapeshot if there is a crowd nearby. The claw is much less effective on everything else but the runners. We'll see how that keeps up as I make my way into the late game.
Yeah, noticed that too but I'm not really sure if you get really penalized or if that specific rating actually is relevant for anything. Therefore wondering if it is/what's the point
About melee being underpowered: I think it is perfectly viable, especially if you are short on mana and/or get +skill range. But it is underpowered compared to range in general and especially the top dogs (multi hit and propagation skills).
So maybe nerf those (like limit # of multi hits to 4 or something, decrease prop % damage)
Indeed, Dagger might be the best melee weapon there is, maybe contested by a really good Greatsword build. But Dagger still wins in terms of survivalability since you don't actually have to tank damage. Dagger is a melee weapon that functions like a mobile ranged weapon.
Speaking of the rating penalties, does the Damage-Taken penalty affect the rewards in any way?
Most you-tubers playing the game usually form their Heroes into Bow/magic users heavy groups. They do this as the AOE of bow armed Heroes far surpasses that of the Melee armed Heroes.
In my heroes even Melee characters has a bow/pistol of some sort to help when Mist Creatures are distant. None the less, Spear, Hammer or sword armed Heroes can play a part in the game to a lessor extent than what should be seen as desireable at least in my opinion.
The first one being the positionning. Ranged weapons allow you to fire from up a tower (with a few +range, you can hit nearly the whole map, too). So you just stay put, comfortably behind walls and kill enemies from there.
Melee on the other hand has to go from one side to another and even with teleporters, it's much harder because you'll lose turns moving.
Melee can also get stunned, melee has a lot of repositionning attacks (sword for instance moves your hero on most attacks) and requires a different path for heroes often more focused on defense, dodge or block which means less attack focused level ups.
I feel that ranged is a bit too strong and melee a bit too weak for it to compensate all those disavantages. If it was much stronger than ranged then it would be worth the risk to use it.
The vampire/rating thing doesn't impact anything other than not getting an S rating :) -- I normally never bother with Vampire but I was wielding dual daggers and felt like "Dracula Untold"
https://www.youtube.com/watch?v=V8f8k8It128
He seems to have all essence rewards unlocked already but still proof of melee being somewhat viable on higher diff.
1. Zombie grenadier
If it fire upon a range hero in a watch tower it will dismantle the tower and nearby building in one shot or two. However a melee hero can decide to stay in the middle of the horde and transfer the damage to nearby zombies.
2. Things from below
It will spawn next to any hero. The wall cannot protect your hero every time. Sometimes you would rather stay outside of city to make sure they won't spawn in the wall and damage valuable buildings.
3. Trebuchet
It will be deployed at some distance away. Heroes must leave the city to destroy the siege engine or it will destroy buildings in the city. However, the zombies will be prepared to ambush them enroute.
Dagger throw costs 2 actions points. 1 is its mana cost.
Wow, none of the numbers you stated are correct - none! Quite an achievement!^^
Like hilfazer said, the throwing skill costs 2 ap and 1 mp. Also, the skill can only be used 2 times a turn, not 3. Also also, the skill starts with 3 multi hits, not 8 ...
I could also point out the default limited range and pretty low poison dmg but in the end I have to agree that the dagger probably is "the best melee" weapon even without the number hyperbole oO