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Keep in mind the hard cap on + momentum dmg is 100%.
For momentum builds, go for all the momentum you can find.
The poison build (green column) is somewhat strong now, get all the poison.
The critical hero (red column) needs mostly critical power. Same as the sadist+bully (blue column), although this type can use opportunism too.
If I can comment on the momentum build, although I used it a lot for fun reasons, it is 2nd tier now. The green, red, or blue columns are much more efficient when combined with the proper weapons.
When your hero attack, it uses all the relevant stats and ignores others. You can choose how you attack, so you can always choose the attack that uses all the stats you have a lot of. Therefore there's no reason to ever spread out into different stats that doesn't complement the attacks that you choose to use.
Doesn't matter what secondary stats you get, as long as you're only getting the stats you're using and stay focused, it's going to be good. The best way to do this is to plan out each hero's build right at the start of the game by looking at their available talents. You can rename them to keep track of which hero is going to be what.
If you want to have versatility, that's what having multiple heroes is for.
Momentum only applies to attacks that specifically have it.
Figure out what weapons you want to be using or what stats you see early that are high value/what talents you have. If you can go a few ways based on talents and see something like an early rare isolation, that means you probably want to go for an isolation build. Same thing for if you have Bully and see Crit Power. I like to have a backup plan in case I don't see the stats I want. Rerolls help but you can't always get what you want.
Because of that I take straight damage as a primary when its offered with some accuracy and usually resistance reduction mixed in since those are important now.
Specific type damage isn't as important as the ones that help whatever you are going for.
There can be exceptions to this if you are concerned about surviving the next night and whatever stat you want won't come online yet. E.g. ignoring a chance at cirt power for ranged damage if you were making a hero with Bully and a Hand Crossbow but don't have Bully yet and thing you might die that night. Generally you want to avoid this if possible but better to make yourself weaker later to survive to later nights than die now and not make it to later nights at all.
Similarly sometimes you can afford to invest less into a secondary thing that is a low investment weapon that covers what your main weapon doesn't. You have to defend 4 sides with a max of 6 heroes. Two people are going to be holding their side alone so if you don't have two people who's natural progression could, e.g. inability to kill high health enemies due to having a druid staff which is otherwise great for holding alone, it can be good to give them an isolation or opportunism weapon (well it has opportunism already but it feels weak to me but you could invest in that some and just bring two druid staves) to handle those enemies but you don't really need to invest in it so much since its a backup, its just nice to throw some points into it if you don't have other good options available or once if you see a rare. In the above example if you see a rare opportunism upgrade it might be worth taking over a common poison upgrade.
The example about momentum was because i somehow like the pistol and the zipping around it can do, even if it's not the best build i always want to have one in the team, i do love my firearms ^^