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Something like her hover returning holding space would be nice as a movement option since she needs it.
Currently nano bomb seems worthless over the alternative ability it feels horrible to use
I was hoping they give her the ability to hover still tho kinda sad she can't.
Edit: after using her for longer I come to the conclusion that chakram are just bad and i don't think taking icewall to make them work is worth it, because tectonic surge is her only mobility option you're actually locked out from getting some chests not bringing it. Along with the other utility it brings being pretty good (reduced gravity/stun) though, I think the cooldown is rly long for what it does.
This being the case the only viable option for decent reliable damage is flamethrower, since localized sun it very hard to control and chakrams are super reliant on spacing (even with optimal spacing they Feel weak) and nanobomb needing really good spacing but the damage still feels bad.
In the end I wound up using all alternate abilities but kept her 4th flamethrower relying on it to kill most enemies using it whenever available off cooldown, that usually works for me. She ends up being a character that relies on her cooldowns being up.
WHY ISNT THERE AN ALT PRIMARY ATTACK? THE FIRE CHAKRAMS ARE THE WORST.
What is the obsession with limiting artificer's primary attack in both games at least in RoR2 the fire bolt had range? The game basically forces you to use the ice wall and the ice wall is terrible too not to mention the tectonic surge is appallingly bad though it might be better with a lower CD. All in all her kit sucks to play with & feels like im constantly running away with no pay off.
On paper I love her kit, but it just feels so... Wrong
These statements aren't entirely final, as I spent more time trying to find a drone scrapper yesterday than anything else. Primary isn't toooo bad when you're used to it's range working like a tipper and get used to that range, though it's weaknesses are helped by it being decidedly hard to whiff it's tipper against any boss but Providence. I like the rock jump (aside from the ten second cooldown, WHOOF), but I think the ice wall might be able to provide more combat utility, once I'm done labbing, I theorize you can use the ice wall so you can guarantee tippers on foes who can't ignore terrain. The lance toss... It feels like it's just flat out too situational due to it's mechanics. It's good if you have a lengthy line of singular enemies, but having to repress for each pierce isn't that good if they're too grouped up to beat out nano bomb's explosion. Small sun is STRICTLY the better option over flamethrower due to it's range, vertical coverage and not basically erasing your mobility for it's duration. Flamethrower is better for procs, but just like in 2, the second you forsake the meme damage option, your runs will generally feel better.
As far as my assessment of her capabilities... I feel like she's not the worst survivor (for me), right now I lean on that being either Han-D or sniper (specifically in any stage where the birds show up since they counter sniper so ridiculously hard), she feels like the sole B tier in a game where 70% of the survivors sit in A tier or higher, though she could be a high skill cap which would make her placement in any tier list tricky, as HSC's are either top tier in good hands or near bottom in inexperienced hands (a la the Vergil, Dante, Zero comp in UMVC3). There isn't any question that flamethrower is JUST bad in this one though.