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But seriously, the devs discussed this over on Reddit and claimed that these are not necessarily the best picks if you are good at not getting hit. I see what they mean, but I still think it's hard to beat a big chunk of extra health and life steal, and I think for most people, many traits will be no-brainers.
If they truly wanted to go all in on build diversity, I think they should have considered something like a skill tree instead of reducing the traits system so drastically.
I mean for the .7% of people out there who do no hit runs, or other various challenge runs, then yes, these traits arent good for them. But my point still stands. For most players, all these traits are pretty much bog standard required. You literally lose half of them for standard survival stuff, like Stamina, Health and Damage Reduction.
Thats still 800 hours and a majority was spent simply looking for traits, and getting trait points.
I have no spent less than 20 hours and have little desire to reinstall.
This isn't even some tryhard max trait account. Its just me with like 100 traits and a crossbow or devastator as my boss killer.
I mean, have you seen the current traits? None of them offer crit chance, crit damage, raw damage. Most of them offer survivability, utility, or entertaining traits. Most of the more powerful traits are tied directly to Archetypes. Like Encumbrance being only on Challenger, or Regen tied to Summoner.
https://remnant2.wiki.fextralife.com/Traits
Most of the traits listed are useful, but not powerful, by any means. It makes no sense to cap how quickly we climb ladders, or the aura radius.
Why claim you have any number of traits if you can only really use 6 of them.
Just equip the cat ring which gives you 2 seconds of invuln when you get hit or use the shield relic. Siphoner is also next to useless for me since like I said I die in 1 hit.
Barskin another thing.
That's 30 free points for me. I think endurance is also overkill when you regen stamina to full in a second with recovery but maybe it takes longer if you have full endurance. Have you tried using standing dodge? (no direction) the iframe and recovery of that is insane and it works better than mindlessly rolling.
Oh, lol. I uninstalled the game until the do something about the trait cap. I dont give a flying pig about difficulty, damage, health or anything on this game. Its a regression from the previous entry as far as I'm concerned and have been telling everyone I can to avoid the game until they fix it.
https://gameplay.tips/guides/remnant-2-endgame-trait-build.html
lol.
LOL
Never used fitness, siphoner or endurance, and they are far from being mandatory.
Vigor has no value with some builds ( and a high level of skill)
Barskin is similar to vigor
Recovery is currently broken af, and I really hope for Gunfire to notice and halve it ( mod power generation and skill CD could be halven as well in terms of power) .
But, looking at the bright side, even this thread has a merit.
Because now it's clear how some players play, and why they feel tight with the 65+25 traits cap.
Theres a surprising amount of pointless trash in this game, so many weapons that look neat but perform poorly next to starting weapons.... or enigma or that throwing axe you can snipe anything with. those little token things you can attach to your relic.... theres dozens of them and they give such infinitesimally tiny amounts of boosts its pretty much worthless. theres all these different armor sets and yet in the end unless your wearing the heaviest you can find the damage reduction does nothing, when i have 50% dmg redux and elite enemies are 2-shotting me on normal i'm thinking the only reason to even have armor is when your playing fashion souls. so many rings that have are utterly pointless.
this is actually why i stopped playing remnant. in dark souls theres ton of pointless crap too, but theres also a lot of cool stuff with interesting powers that keep me wanting to find new things and play with them. here, its just junk after junk after junk. this is especially true as the difficulty, and thus the effect enemies apply when they hit you, increases faster than you gain power so by the time you can get big defensive buffs ALL enemies are doing MORE damage through your defenses than when you started, and having more hp on top of that.
Get them to Mythic and they provide larger boosts than most rings.
I usually keep +15% health on, and the other two slots are either +10% Crit Chance/+20% Crit Damage or +10% Elemental Damage/+10% Mod Damage.