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I learned to micro manage him/her and not just wait for his/her hp to fall to zero. He/she is very fun in coop especially when your partner is down and you can just order Dog to revive. It does not cost your Dragon heart. But you have to order the Dog more and more in late game, reposition Dog often to get maximum results.
The other cool thing is the bleed that can stack with so many items you can wear. Everything dog does counts as player actions too. You can get infinite haste with Anastasias Ring and other cool little things.
My opinion on the Dog changes as I play, but having over 170 hours in the game and unlocking more and more items, I am starting to like Dog more and more. Its a good starting Archetype and a tricky one to master for late game, but supper fun.
Also you can pet the Dog!!!! Now if only we can give Dog a name.
I do agree that the accuracy and priority of targets needs more work, however.
At that point you need to slightly support them ( and call them back not to get killed, if you fail to properly get aggro on yourself ), as doggo is not going to last more than 4 hits from regular creeps ( being considered a summon, does this also mean they might benefit from rugged?
Although I wouldn't waste 10 points to give the do 100% extra hp, being a handler summoner might be worth it ).
One QoL I'd like to have is for the call back pet to make them passive, aka let the dog to just stick on the character, without going attacking anybody.
This would greatly help with bosses that oneshot them ( sometimes, even when you call them back, they go wandering back after a few seconds ).
Anyway, I agree it's an excellent class to start with ( new player friendly, as they allow a second chance if the player goes down ).
or just add mini-gun/rocket launcher to the dog for handler level 10 perk
I am doing fine with summons ( apo ), apart from some bosses that has oneshot aoe attacks ( I have to sacrifice and resummon, to better deal with them ), but I totally agree on the bad AI ( pathfinding and disappearance, mostly ).
Sometimes I have to swap midfight from flyers to big guy ( last boss phase 2 only, ircc, but still ), and it's not affordable to open the menù and change it.
What I can suggest for those that want to approach the summoner way is to full cap rugged and pair the summoner archetype with the medic one.
Probably even Handler ( support pet for aoe health regen ) + Summoner might do the trick, though I didn't try that out yet.
You arent playing it long enough....
My group uses him, and he is dope as hell. And if you have two, you can basically health regen your whole health in seconds.
As you level up handler he starts doing really good damage. He currently kills most mobs in two hits on the second hardest difficulty. And he can tank a distract 2 to 3 opponents without dying usually.
You guys dont know what youre doing with him apparently,.
I dual classed assassin and handler, and it basically makes me an unstoppable force for mobs and mini bosses.
You guys need to stop complaining and maybe look up some guides, builds, or figure out his mechanics more and let him level up. At higher levels the dog is great. He is awesome against anything on the ground, he cant fly so flying enemies are on YOU to kill.
But his three commands are all really good and do different things depending on how you are using his build and role.
I have zero complaints with him so far. and after doing a bunch of levels with him, I miss him if I switch over to my other dual class, technician.
Also, if you are dual classing him, you NEED TO BE HANDLER PRIMARY and secondary your main class. WONT change anything for you as a player, BUT; the dog wont resurrect you or other players if he is a secondary class. Only if you are a primary handler.
Which is THE ONLY THING currently I think they should change.
What's the assassin?
That's false though.
Having a class as primary gives an unique perk ( for example, the handler gets the ability to have their pet to resurrect themselves, or others, every XX seconds, the medic gets relics uses back once they healed a certain amount of damage, the challenger gets a revive every 10 minutes, the invader spawn a clone on a perfect dodge, the explorer gives you a 35% chance to get more mats, etc... ).
But it is a big glaring issue when most bosses that I've come across are immune to doggo and melee. They have almost all been flying or are unreachable with melee.
Overall, R2 seems infatuated with not allowing melee combat. Conversely, R1 had most bosses reachable by melee which allowed players to do whatever build they really wanted throughout the game. ... ... R2, naw, they mostly all flying. (At least so far in my first playthrough).
Otherwise its perfect.
Free revive, and abillity to grab minion aggro onto himself so they don't do chip dmg on you so you can focus on the boss is already great.
With dog, you have to get used to proper whistling. Like a handler duh, can't let the dog free roam. Single tap whistles to aim at certain enemy and double tapping to back so he won't get stuck in between gang bang getting melted.
Doggo been great asset to us and credit to the team with clutch revives.