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And, logically, it wouldn't make sense to give melee builds weapons that scale off the wrong stat...right?
Edit: The Faussart special only does technomancy (blue) damage now, which would be impacted by INT and technomancy penetration. If you're doing melee you're going to use it for the stun, not the damage. More relevant for INT or hybrid builds. I have an open question to Roia, the developer who handles this part of the game on ability scaling in general.
One thing missing is entropy.
Wanted to ask if you had any insight on what controls the amount of damage caused by heat and frost debuffs. Is it still Strength? (I know it's probably totally untenable but i really want to try and make a totally vampiric/DoT healing build.
Cheers!
There is one over-powered Frost melee build user Sin posted a few days ago. In general, it seems like most people think the DOT builds are underpowered and can't quite be optimized because no one knows the underlying calculations.
you need to include perks
like twohanded-heavy
-heav hitter (decay upgrade)
-natural talent (strength upgrade)
-tinkerer (perma upgrade)
last slot open (Illusions, Stagger Resist, etc. for example)
or a Technomancy/Int build:
-Technomancy (reg upgrade)
-Zealot (Damage upgrade)
-Tinkerer (perma upgrade)
-Natural Talent (Int upgrade)
unlike the abilities you can buy, you cannot "farm" perks and they are permanent.
most questions i got concerning builds were related to perks.
Thank you very much.
I cannot block, parry or roll to avoid attack, and right now I'm at the boss that starts the fight with the attack from the back (regardless of which way you're looking) that also has a random grunt spawn in the arena too.
It very much looks like these guys have the 'hard' and 'annoying' mixed up.
Re: the boss, if you're talking about the Asylum boss, then the best way to start the battle is to roll as soon as the elevator/platform is about to stop to avoid their initial attack. That boss can be a real pain and being comfortable with the controls is vital. I'd suggest you save until you're stronger and have worked out whatever controller issues you're experiencing.
Alternatively, follow the controller set-up from valcan_s. I provided the link under that section.
On top of that you cannot sprint in combat because.. well who knows why.
As for getting stronger - no idea how to even do that, every other place I went leads back to the hub except the underground after giant knight boss and the hilarious skull horse rider cut scene, but over there I got one shot by a regular enemy which tells me it's probably the wrong way to go, not to mention the checkpoint is 15 min away.
Since there are no stats to improve, I have the best gear I found so far equipped and I can tank exactly 2 attacks.
you can even sheath your weapon and run without stamina cost
b) take it slow'n easy
similiarly to most From games, it's about knowing patterns and spacing (or knowing what you can parry)
yes, many boss moves can't be parried, but the hit-boxes are pretty tight, so even just stayin shy out of range is enough to avoid takin damage
dodge roll might not be your best choice, it's often just the simpel button press dash
and not just back, but also all 4 directions might serve you well (Nurgel for example has 2 moves where dashing into him avoids all damage). the Dancer has a rather simple pattern and not that much range on her weapons.
also i'm pretty certain you missed 90% of the paths.
the Asylum boss leads to no further areas.
Sewer, Rain City, Asylum, Uranopolis, Lone Tower, Desert, Machinarum, Upper and Lower Bloks, the Blok area, Ghost Town and Deluge (and side areas) are all accesible from the start.
nearly all areas are somehow connected.
you can find MK4 gear, you can find +3 gem slots, all without even killing a singel mob.
you do "improve" stats as the OP's guide describes: find Handler Echos, upgrade your gear to unlock more gem slots, slot gems: the difference between 20 str and 50 str is worlds apart, you can go from dealing 5% of the Dancer's health to two shotting her.
i literaly 2-3 shot or 2-3 combo now most bosses apart from some standout fights on nearly all of my builds.
also the trash mob spawning in the dancer's area is probably a bug, never was there before.
saw him standing around there aswell, but doing nothing (not even beeing targetable).
you could do the Deluge dive to recalibrate and unlock one more potion charge, or do the Wormlord in the Desert (just run past the trash until you find the "chapel" at the bottom of the desert, run through it until you find a black/white orb, jump into it, kill the boss..your damage doesn't realy matter in that particular fight, and it's an amazing boss design audio-visualy).
or just follow the OP's guide to grap some Handler Echos. You also don't need to look at armor class, if you have gear in your inventory, not beeing your favorite armor class, but already having more slots unlocked or socketed, just wear it.
there's nothing more important in Bleack Faith than attributes.
depending on your build you might also look at what perks you got or abilities: the armor-ability and the dash are kinda must haves (the dash to skip some annyoin jumping puzzles), the rest is pretty much useless.
with perks it's kinda dependand on what you're running: dual wield, twohanded, caster or archer, or sword'n board..which i wouldn't recommend. you ould always move far enough away from a save-point, test some perks, quit the game (doesn't save on quit), rince repeat (or save scum via the save-folder).