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Any list that doesn't have hand crossbow in S tier is kinda invalid, sorry.
Wand have like 25% offensive power of hand crossbow, but they still are probably scratching S tier just because of their utility.
Sceptor is definitely S tier and arguably the best weapon in the game. Power staff is a pain in the ass, I also didn't enjoy using it, but it can definitely be powerful. I also prefer the orb over the staff for poison builds. The druid staff is a better weapon, but I like the control I get from the orb, don't need to factor in the bounce effect going in the wrong direction or being goofy.
I agree with your physical melee weapons though. Loved 1 hammer, loved 1h sword maybe even more. Didnt hate dagger. Had a rough time getting most of the 2 handed weapons to work out, just really like the offhand weapon combos with reload to give you a 2nd free shot.
Specialist perk is strong but i don't agree with it being a mandatory pick. That 50% damage and an extra use comes at the cost of 2 stat slots and a whole lot of utility (tossing a weapon with + action points, movement or multishot bonuses in there can all scale better then a flat 50% boost). Sometimes you want a teleportation orb, or sceptor in your pocket for mobility casts. On appoc 1 it probably doesn't seam as important as it will in higher difficulties.
I also agree that Specialist isn't mandatory. It can be very strong, but if you have a hero with heaps of action points you end up doing more damage by having two weapon sets (not to mention all the bonus stats you gain from the extra set).
I think the flaw with your tier list is that it goes from S all the way down to D, when really every weapon is at the very least useful given the proper situation and stat allocation. It also really depends on your play style. I wouldn't put any weapons below B-tier.
As for the hand crossbow I must give it m,ore chance but getting multihit in leveling seems be more rare than AP.
Why you think scepter is so good? As I said it ways very similar to pistol, but lacks the grapple so can not so easily move around to build such huge momentum every AP or move point used.
The power staff did solid damage at end but really see nothing good on it, all other chars killed much more, more stronger at that point and almsot melee range for its abilities was terrible draw.
Wait. the bonuses in second slot are applied all time even for currently unequiped set?
The pistol for me is great cus if you have range 8 or smth on grapple it is very easy build up huge momentum bonuses couple of times per turn, where sword user has to run around a lot more, making less momentum bonus overall. Also having issue with sword to enter big groups (ot edge of map/fog) as he can not pass with dash or rush cus missing empty spot where land, grapple has absolutely no limit for this.
Same question as above - the second slot bonuses are active for unequiped gear too? The AP usage is situational , depend on weapons too. I choosed the 50% as better but if the bonuses for 2nd slot are still active I will definitly re-evaluate this.
Well, it is just to distinguish the gear in cathegories and how they worked and participated to team during whole game.
So of course all weapons can single kill most mobs in last weaves with basic attacks or that there can be some specific composition or position of enemies where they become great one time. But over whole game I had this experience, while some characters/weapons made their outstanding performance every night, for other they waited for their chance (and sometime it never came)
Every opinion is subjective giving by each one playstyle - thats the reason e discuss to see others subjective opinions and experience (and maybe take something out of it).
In the early game its relevant to stack block from shields on a same character, later on weapons provide good stats on their own, and some stuff like daggers can be used mostly as stat sticks.
I wouldn't try to force it if the option doesnt present itself. The game does drastically change once your in Apoc 3+, so some of the advise given won't really click until you see it first hand haha
I think that is a sign of the weapons being largely balanced against each other so it comes down to personal taste
Pistol is a good example -- as soon as you crank everyone's hp by 30%, suddenly its grappling hook becomes quite an unreliable mobility tool, as you often cannot one-shot anything except runners.
Basically anything with multi-attack is king when it comes to damage output. Propagate can deal a huge amount too, though obviously that falls off once the wave thins out.