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You can heal your summons to blow them up and re-summon them faster.
Uhh what? The first game wasn't designed like that at all. I played through it melee only.
But more on the point, if I was the Gunslinger I would be able to go through the game with one build and never worry about changing it up cuz every boss is just fine if you're building around your gun. It's when you try other stuff that suddenly "Oh, the game is designed around switching up y our build for bosses."
No it's not. You want it to be, but it isn't. Gunslinger, Engineer, Hunter, et al can be played through the entire way without any changes just fine. Handler and Summoner cannot.
God what a bad take.
I never said you can't beat the whole game with any build. I said some encounters are easier if you swap your build.
I'm playing hunter and obviously I'm having a hard time against enemies that don't have a weakspot or that move around very fast. I also have an issue against groups of enemies because I use a carbine.
Meanwhile my summons don't have issues with enemies without a weakspot or against groups.
You can play remnant: from the ashes melee only, but you can't tell me fighting the dreamer is as easy as fighting singe.
(an archetype doesn't make a whole build)
You said you struggled against the last boss as summoner. Well my summons helped me quite a lot. I kept them alive and buffed them, and they did great. (flyers)
You recognize that the classes that are focused on guns are more viable than the other classes, yet you're still arguing with me. Hey man, like person to person. Self reflect. Look at what I'm saying and what you're saying. It's not a good thing that Hunter and Gunslinger can go through the game just fine, but summoner and hunter don't do anything against the last boss. I think if you sat down and really considered what's being said here, you'd see that. You just like the game and don't want to hear people complaining about it. Which I get, but I think it's causing you to take a contrarian position you don't actually believe.
And well, I guess you decided to read the first sentence of my post and skip the rest...
All I'm reading is that you can't be bothered to adapt to different situations. That's cool if that's how you like to play but don't act like the option isn't there and then claim the archetypes are broken.
Play a different archetype combo and never change if the Handler/Summoner combo isn't for you. A tanky Handler/Summoner build slays the other archetypes for solo-ability in most situations. If it performed as strong for bosses then it would simply be the meta and there'd be no point playing anything else.
That's not my complaint. The final boss isn't hard.... it has three moves and dodge check sequence lol. My complaint is that summons don't do anything against it. That there's no point in the summoner class for the final boss. I have an entire archetype just wasting my slot. If I was something like The Gunslinger I would never run into this issue, but here we are with the summoner.
Like the fight against it was effectively like I had no archetype, and that's a problem. If you can't see that then just stop responding.
Against some bosses I load up engineer and summoner and just let the stuff fly.
There isn't much in this game that lasts long against the turret in meth mode.
I'm sure you could switch some rings around and make good use out of sacrificing minions in some way instead. I mean, just the ring that gives you a stack of Bulwark for each minion you have is pretty good on it's own. The dog counts as one too so you'd get 45% damage reduction. Totally depends on what you have found so far though.
I mean, you innately get extra damage, crit chance, healing increase and life steal for each one when you sacrifice them anyway. That's a LOT of buffs and if you only summon one at a time, sacrifice it and don't summon another until the damage buff ends you have a lot of uptime on the buffs. Cooldown is reduced if you summon them and sacrifice immediately. Switch to Attack Dog too for another damage buff.
+70% Ranged Damage, +50% Skill Damage (which wouldn't be useful), +10% Ranged Crit Chance, +5% Skill Crit Chance, +20% Healing, +3% Life Steal minimum and some movement speed.
"effectively like I had no archetype" - Really? You really couldn't see all this included with the archetype?
If you can't see that then stop complaining and go learn how to play the archetype properly.