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I don't have many points in mind so that's probably why, but for me magic is super underwhelming. Even when a damage number SOUNDS high it's actually just a couple of weapon hits and takes a huge pile of focus to use.
There are exceptions such as the fireball that explodes into multiple spinning fireballs on hit.
The main issue is that spells like fireballs seem to go through enemies and explode on the other side of the screen and you don't always want it to go that far.
Halfway through the game. You need a good weapon. The whip is okay but there are better options. The special attack isn’t as good as certain spells or other arts. Dec is okay to go into but str is king.
Magic does, however, become very strong later in the game when you gain access to some truly powerful spells. Magic also doesn't suffer from softcaps; unlike weapons, which have much weaker damage gains after 50 points in the relevant stats, spells don't have a softcap (or if they do it's much weaker than the softcap for weapons) and continue to gain strong returns even beyond 50 points in Mind. As a result, you'll feel like an old school D&D-style Wizard in that "Linear Warriors, Quadratic Wizards" will firmly be in play. With the right set up you can do way more damage with endgame magic than you can get with weapons, but your early game will be weaker than other builds.
If you're looking for an additional challenge then I would recommend starting as the Stargazer, but if you're looking for the easiest way through the game then I would recommend instead starting with either a Strength or Dexterity build. Whichever one you start with, you can later spec into Mind when you get to the mid-game and start getting some better spells. Around that point you'll be strong enough to face the Starlight Beast of Illygarth, which drops a strong Mind-based weapon that scales C-Strength, C-Dex, B-Mind (after all upgrades), so whichever path you started on you'll have a weapon that works with it and will benefit from going into Mind after you get it. From there, if you went Strength you can keep using it to the endgame or swap to the Spinal Chain Blade (C-Strength A-Mind), and if you went Dex then you can swap to the Devourer of the Betrayed (D-Dex S-Mind), which is super fast and strong but is extremely late game because it requires the double jump, the last movement upgrade you acquire. Around that point you'll also acquire some of the more powerful spells and your Mind build will pop off.
I think I am half the way to the end and used 90% the whip so I dunno if there will be better spells. I hope so though :D
Rift of Blood is fine but it isn't so good for mostly a Mind build. Its scaling is C-Strength, B-Dex and D-Mind. You'll get better gains out of the Devourer of the Betrayed since it has an S scaling in Mind. Its total DPS is lower than the Rift of Blood but only if you have the softcap in all three scaling stats. If you're only going to get to 50 in one stat, or maybe 2, then Devourer of the Betrayed will do better for you than Rift of Blood.
That being said, you CAN get Rift of Blood substantially earlier than the Devourer of the Betrayed. Devourer requires you to have Double Jump, which requires beating Manfredd and being almost at the end of the game. Rift of Blood merely requires that you have the air dash, which you can get more like 40-50% through.
Ah, fair enough. I don't know what I was thinking when I replied but I clearly wasn't reading carefully. Your argument makes a lot more sense now. Sorry.