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And you have to pay additionally 3 linen to combine them... and linen (made to fabric) is also one massive grindhell if you want to craft the better armor.
Another thing that's missing in enshrouded is being able die dismantle items (instead of just deleting them). If such a grenade would at least give 1 blackpoweder when dismantled, they would at least have minor use and a reason to get rid of them.
Doesnt really seem any class works by itself except the Wands and then Staves at a point.
As a Melee/Ranger I find some enemies are harder melee but then easy with a bow and vice versa, if something is easy to kill melee its probably a pain to kill with a bow.
Pure melee or pure archer just doesnt seem viable solo.
I did try fighter (those are fun for AoE) and Archer (I do love some sniping from afar)
but when I got my eternal spell recipes, I switch to mage where I can do a long range sniping with fireball does a lot more than 1 exploding arrows.
I agree that one must always have options to the primary class they play as every encounter is situational. For example, once you are deep in a dungeon, you simply won't have the room to kite around six mobs trying to slice and dice you. (although this would be a good situation for a "slow" arrow with a bleed, and a fast bow).
But my point is the ranger in Enshrouded suffers to the point where I am using mele more than ranger, and that is an issue, and therefore should be on the devs' radar.
Yeah with the level 25/30 enemies I am facing it seems better to use more melee, you can soften them up quite a bit with a few arrows and it can speed up kills but I agree it needs some work and isnt where it needs to be.
Still testing my build a bit but tapping enemies for 300-600 damage with a 35 damage bow, level 23 I think.
In addition, mages should be able to summon flame to see in dark. I can't dig anywhere at night without a torch in hand. How about adding lantern on your belt so we can see in the dark running around instead of summon wisp bottle?
Both are ranged, both have all magical damage types available, both don't need ammunition (archer would get all arrows even for free or at least use mana?)
Imho the main drawback for archer is, he needs ammo and with this he also might run out of ammo. Addtionally ammo blocks inventory slots, which might prevent you to craft half of your inventory full with arrows, even if they would be cheap to craft.
But preparing the required ammo shouldn't require half of your playtime.
For positive balancing an archer is more mobile then a mage, making it easier to kite enemies.
There HAVE TO BE be differences in playstyle between the "classes". Making them equal improves nothing.
If you want different magic damage types, play a mage. Archer should be focused on physical damage.
Sometimes reading suggestions makes me think, some people just want all in one.
Don't dig at night. You can sleep to make night go away. ;)
Why? Mages can get the same skills as an archer? Even the teleport skill (which is one of the best mobility skills) is in the blue mage tree. And mages have frost to slow enemies for kiting.
Yes, the current skill system allows for mixing "classes". It ain't even real classes, because your not forced into a class.
And somehow everybody will mix a little bit since you get more skillpoints then are required to take all skills from one "class".
But since there are not enough skillpoints to cover all slots from even just 2 classes, mixing classes forces you to decide how to mix. You can't have all.
From my experience mixing classes results in a character that is capable of doing more things, but those only half as good as a fully specialised character. If you prefer such a mixed build, go for it. Nobody prevents you from doing so.
I'd even respecced because some of the inner skills like increased damage for axes or more damage against stone or even 50% more durability on weapons (except you play melee fighter) are more and more pointless in later game and could be invested into other skills.
Literally the only movement skill in the mages branches. And the only thing i took from the blue section for my archer. :D
I guess they have placed it there, because the ability to teleport is explained by using magic. ;)
And how special abilities are distributed across the skill tree is also heavily discussed, because many people think it is not really good or fair like it is right now.
I didn't say mages don't have anything being advantageous for kiting. Nor they should not have.
Archers have many skills giving bonus to stamina and even movementspeed. So they can evade quicker and for a longer time without running out of stamina and don't need to freeze enemies first to make them slower. It's still different.
The request above was to provide magic arrows. With that archer probably also gets a frost arrow achieving exactly the same?
So in the end, what's the difference between an archer shooting a frost arrow that doesn't even cost an arrow and a mage casting freeze with a wand or staff?
There is not even anything left worth "mixing", because it's the same. *lol*