Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I mostly agree with what you're saying. Perks should make a noticeable difference, and build variety should be promoted.
Reducing concoction times was good, so that it makes a difference to have more available per combat, and to give the tinkerer perk more power, but 20 seconds really is too short. A middle ground between what was before and what is now might truly be best.
I feel like the devs also try to achieve variety in valid builds, so we should keep the constructive criticism coming^^
The buff potions are a radical change, making it from a pre fight buff to something you have to continually apply in second to second gameplay. And until you get a third slot that means no mana potion if you wanna take the buff. Idk, i would have kept a longer duration and maybe made the mats more rare personally
Thank you, I hope they will see all these comments and consider them and find a good middle ground solution that is less extreme.
Yes in real scenarios with the bosses you might get like one round of a few hits for that 20 second potion, then by the time you dodge or block or avoid a mechanic, the potion is done and over - it really is too short. Also, same goes for the nerf to vindicator - because you need to be safe on boss mechanics, heavy attacks are not as easy to pull off - therefore I think Vindicator was nerfed too much also for those same situations - base vindicator perk is not adding much at all to overall damage output in those boss fights for midgame play.
Yes I can imagine. Combined effect of him flying and using abilities more, plus player has much shorter potions now which will run out faster when boss flies, plus boss gets better tracking on his spells is a bit much to add all at once - maybe they could have added one or two of those changes instead of all three at once.
Max damages: 10k
average damages: 4000
Boss was died in 6 hits... Still one of the strongest build in the game right now.
The potion 20sec (40sec tinkerer) is maybe a bit short 60sec should be fine.
Right now you can craft x2 potion or x3 potion in one craft (depend the potion) and if you have tinkerer this gives you à 20% additionnal chance (so op).
Also, I would love to see some strength scaling powers, instead of strength weapons scaling with intelligence, which then forces the player to spread out stats to get more use of the weapon abilities..Which will then end up with a bunch of non-matching stats and gems in weapons/outfits lol Have to lower strength just to get power from the intelligence scaling of weapon abilities.
Also..Im finding it VERY tough near the end game levels, to find "Essence" anymore..Haven't been able to craft any good gems because I cant find green essence anywhere anymore lol
Good job to these devs though, they have been working very hard on fixing :)
I would love a ng+ as well.
Ye if you are already in Vermillion Plaza it's dead....
The best location to farm essence is:
Desert near the temple (Yaroslav npc).
On this spot you have: x2 red knight x2 giant x1 big guy with axe who can drop essence easily.
they are already working on the NG+ they gave us some infos on the official discord.
https://www.youtube.com/watch?v=tCHaluHIOXg&feature=youtu.be
glass cannon melee, peak stupidity to what was before.
It's still to good.