Rogue Legacy 2

Rogue Legacy 2

View Stats:
Zerzsil May 19, 2021 @ 6:59pm
Dragon Lancer
Has anybody gotten this class to work well for them? I find it to be much too rigid. When an enemy is near a ceiling of spike and all of your attacks send you upwards you just stuck. Even with the shield projectiles are impossible to deal with. I would rather it just blast through them considering you have to sit there and charge first. Is there something I'm missing? Getting knockbacked (and removed from the floor) from any attack just seems too punishing even if you can dash out of it.
< >
Showing 1-15 of 17 comments
Ryukan May 19, 2021 @ 7:36pm 
Kind of... You need lots of INT, i make up to it by using spells, unless i get a spell that can deal with enemies close like blaze, thunder, etc i dont even bother. The knockback really is way too punishing, the 6 hit cd of the class skill is way too much. I only use the regular attack to get mana and for the shield cd on easy targets. The only nice thing is that you can hit over 2k with the right traits and stuff, but its overkill in most enemies even in NG+ and beyond.
Culain May 19, 2021 @ 8:54pm 
Honestly I think the dragon lancer is the worst class. it has insane high damage which is nice but the range for the regular attack is garbage and annoyingly bounces you back. I just can't get used to this class, every run just fails miserably as I keep either flying into projectiles or missing enemies. The shield skill thing, I'd rather it deal no damage or be smaller but recharge quicker.

The only reason I'd even think about using this class is if i was trying to out dps a boss

On the other hand, boxer is probably among the top classes. That uppercut is like 500x more useful than anything dragon has.
Does the charge have super armor (with decreased damage when being hit)? Can't remember. If no they seriously need to add that because right now i avoid Dragon Lancer like AIDS.
ShANk117 May 19, 2021 @ 10:14pm 
It's very slow and awkward to play and even if you play it well, because of the clunkiness and overall slowness of the attacks, the clear time is like 5x as long as pretty much anything else. I like a lot of things about the update so far, but this class and the boxer one for me just aren't enjoyable at the moment.
ambershee May 20, 2021 @ 1:52am 
It's definitely clunky, but it also kinda breaks the platforming in cases too.

It's clunky in that the knockback on basic attacks is a huge liability that you have to compensate for, which in a busy room is sometimes easier said than done. It also really struggles to deal with enemies up near ceilings since the attacks are almost purely horizontal.

The charged attack is interesting, but the ability to launch yourself entirely across a room (or especially a stupid distance across the Axis Mundi bridge) is a little bit game breaking. I generally don't have a use for it in combat since whilst it does do more damage, the slow charge into launching effect isn't all that useful and you still bounce off one enemy at the end of the attack anyway.
rockman_97 May 20, 2021 @ 3:31am 
Another oddity with the charge is that doing it on the ground makes you ride along the slopes if there any BUT you cannot ride a slope if you start the charge in midair. Also worth mentioning you cannot move in the opposite direction during the charge in any way shape or form. Moving up and down only can do so much in a place where you are ambushed from all directions.

That being said, I use the charge attack a lot when I enter new rooms or when I can afford killing an enemy from far away without any aggro. Unfortunately this doesn't make up for the overall clunky nature of the class. Perhaps it would be better if a direct hit could trigger an explosion alongside the existing knockback or pierce through enemies without knockback. Super armor (you still take damage but the attack is not interrupted) could also be a pretty good option to consider.

The shield talent thing is also not very useful to me I feel like. Yes, it can block regular projectiles but I feel the effect isn't helpful enough to justify the way it handles cooldown,
turntup1234 May 20, 2021 @ 6:12pm 
What the hell were they thinking with this class, exactly
welbot May 20, 2021 @ 7:59pm 
I found it to be alright until I got to that long blue bridge section over the water. Some of the doors you need to open only have the tiniest little platform to stand on in front of them, and when you hit the door to open it, you get thrown back in to the water with no chance to recover. So annoying :\
Ender May 20, 2021 @ 8:37pm 
The trick I've found is that the dragon lancer is that you use spin kicks a lot more than other classes.
Ninian May 20, 2021 @ 9:26pm 
This is definitely a gimmicky class. That said, the way it front-loads damage has its place for sure. It's definitely the class I'd most trust to sweep an enemy commander unless they're shielded.
KirasiN May 21, 2021 @ 12:36am 
Normal attack range needs to be longer, and the breaking objects by walking over them needs to be enabled by default on this guy, else he is way too slow in the early game.
That way you could poke to recharge shield, back off, charge and enable shield for a big hit. Could also have the default attack destroy small projectiles, but that might be too much.
Last edited by KirasiN; May 21, 2021 @ 12:38am
Agent_Rete  [developer] May 21, 2021 @ 8:16am 
Originally posted by KirasiN:
Normal attack range needs to be longer, and the breaking objects by walking over them needs to be enabled by default on this guy, else he is way too slow in the early game.
That way you could poke to recharge shield, back off, charge and enable shield for a big hit. Could also have the default attack destroy small projectiles, but that might be too much.

We're working on a redesign of the lancer, which will hopefully go live in 4.2. It'll see the lancer's dps go down, but mobility and reliability should go up significantly.
The attack range had a small bug in it, the "exploding end" didn't have a hit box on it, which meant a lot of attacks on the edge would whiff.
KirasiN May 21, 2021 @ 8:48am 
Originally posted by Agent_Rete:
Originally posted by KirasiN:
Normal attack range needs to be longer, and the breaking objects by walking over them needs to be enabled by default on this guy, else he is way too slow in the early game.
That way you could poke to recharge shield, back off, charge and enable shield for a big hit. Could also have the default attack destroy small projectiles, but that might be too much.

We're working on a redesign of the lancer, which will hopefully go live in 4.2. It'll see the lancer's dps go down, but mobility and reliability should go up significantly.
The attack range had a small bug in it, the "exploding end" didn't have a hit box on it, which meant a lot of attacks on the edge would whiff.
Oh, so that's why I always whiffed. And ok, looking forward to the redesign!
Last edited by KirasiN; May 21, 2021 @ 8:48am
Agent_Rete  [developer] May 21, 2021 @ 9:05am 
It's still a WIP but ideally we'll be able to get the Dragon Lancer change in the 4.2 update (some small bugs, and tweaks still required)

(Turn on subtitles to see changes)
https://www.youtube.com/watch?v=lEAsQAlCPxQ
Last edited by Agent_Rete; May 21, 2021 @ 9:05am
John Helldiver May 21, 2021 @ 10:39am 
Originally posted by Agent_Rete:
It's still a WIP but ideally we'll be able to get the Dragon Lancer change in the 4.2 update (some small bugs, and tweaks still required)

(Turn on subtitles to see changes)
https://www.youtube.com/watch?v=lEAsQAlCPxQ
DANG! This looks so much better! Thanks CDG!
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: May 19, 2021 @ 6:59pm
Posts: 17