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Example, this is from the Green Knight mission on Hard. All screenshots are Mordred on a single turn. Mordred kills the entire group except one unit (10 units, 3 with 200 health and high armor), which I then kill with Dindraine. Note that over time Mordred's charge damage goes from a starting value of 21 to a final value of 269, a 1281% increase, with him easily one-shotting elites and the lord. Love this dude.
https://steamcommunity.com/sharedfiles/filedetails/?id=3123037655
https://steamcommunity.com/sharedfiles/filedetails/?id=3123037672
https://steamcommunity.com/sharedfiles/filedetails/?id=3123037691
https://steamcommunity.com/sharedfiles/filedetails/?id=3123037710
https://steamcommunity.com/sharedfiles/filedetails/?id=3123037749
https://steamcommunity.com/sharedfiles/filedetails/?id=3123039116
Thinking about Markswoman + Hound accessory (skills cost 1AP less, =25% weapon damage). That would make Shoot cost 2AP, and only 1AP for solo bosses. Aimed shot would be weaker, yes, but I could shoot 5-6 times per normal round, 10-12 times per round in boss fights, and 20-24 times in the first round by popping a potion.
3 shots to 5 shots at 75%:
3x100 = 300
5x75 = 375
5 shots to 10 shots at 75% for bosses
5x100 = 500
10x75 = 750
Not to mention those shots are stripping armor AND getting the extra 50% richochet per shot. Add a second ricochet (bow and accessory, if I can find the bow again...don't know why I didn't buy it when I could have) and it's just arrows for days.
And none of that includes any AP refunds from the first kill (when AP/kill still works).
Most strategy games are not balanced around the hardest mode, you said it yourself that some classes are not viable, that should be enough for you to realize its not "the true mode". I personally find it generally more fun to use non optimal builds on a difficulty just below the max in games rather than playing on hardest and min max.
https://steamcommunity.com/sharedfiles/filedetails/?id=3123399311
Not really, end of first turn:
https://steamcommunity.com/sharedfiles/filedetails/?id=3123399338
Edit. And then on second turn enemy reinforcement is planned adjacent to my rift. I place another ice wall to protect the rift from other reinforcements and put invisible vanguard adjacent. New enemy appeared and instantly died turn when try to move to the rift.
https://steamcommunity.com/sharedfiles/filedetails/?id=3123406225
Edit2. The waves appear near rifts thrice so I had to replay it.
Ended with complete surround of 2 rifts vs immune enemies using all 4 knights as blocks:
https://steamcommunity.com/sharedfiles/filedetails/?id=3123431493
All 4 rifts were saved, quite a puzzle.
Still on hard, have now reached the Fomorians, and yeah, it's a whole different game with them, but Mordred is still super important, just different.
With the Fomorians, turn one goes (for me)(skipping buffs/debuffs because I'm lazy)
1) Morgana Ice Thorns (4x4) a bunch of the wargs/hogs and at least one big dude, then Glacial strikes the big dude.
2) Mordred zooms around finishing off the wargs/hogs and building up a ton of +damage, then thunderbolts a big dude. Fourth hero sometimes needed to help set up the early kills.
3) Boudacea murders one big dude from behind
Usually works pretty well, but is a big change from Mordred just one-shotting hordes of trash. Still, his ability to clean up spread out leftovers for extremely low AP with charge while at the same time charging up his laser with massively stacked +damage for a big one-shot on one big guy is key to letting the rest of the team focus on the other big guys and not getting swarmed by the little guys turn two. If anything survives, he just face tanks whatever is left.
I’m so happy to see champions fixed (or nerfed to the ground, it’s up to you), they ruined the game pre-patch.
Now to the question – after finishing the base game on very hard as tyrant Christian I find exceptionally strong Balin. He used to be very strong even pre-patch but now with added dash skill his mobility increased significantly and backstabs are still powerful as hell.
But I’m also very happy with the change to marksmen, they are viable now and I always use one. In fact in most of the fights marksman is my second damage dealer (after Balin). Sir Damas is so much fun to use with his “hide after kill” ability.
And another fun aspect is the update to Sir Ector. The ability to summon undead is amazing. In some cases they deal a lot of damage (you summon them behind enemies to backstab) in other cases they serve just as shields. Either way, very useful!
On the other hand, Mordred is still weak and I use him only to: stun enemy (Thunderbolt), reduce enemies’ AP (Chain Lightning) and if needed as a tank – just stand somewhere and take the beating. Overall very boring supporting character. I was never able to create interesting Mordred that I want to bring to combat. But that’s inherent to the defender class I think.
Playing Ector as a necromancer / death hex works well. He trivializes some fights by taking down the big boss right away.
Speaking about defenders Pelleas has a huge AoE attack on last tier, great after provocation with +10% damage per being hit items.
Previously did not use in the build assassins and shooters, and the game was much more boring, now I use (plus raised the difficulty), and the game played with new colors.