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the primary stopping when it hits the first enemy, proccing items and having hitstun would fix her
And about blazing sun, I'm 100% sure the devs only developed that for the trials and never even bothered to test it in the actual game. Because it's pretty much unusable.
As much as people hated on Ion Surge, I adored the mobility/utility it provided.
Flamethrower is good, but the prospect of sticking to a monster's face for a good chunk of time, especially if it's a blighted one? - no thanks.
There were other skills to deal good damage and take care of the issue.
In my opinion the character had perhaps one of the best starting damages in game, granted you've landed the shots.
And the scaling on her? Basic attack ATG's shredded stuff.
RoRR? - a fart in the wind, compared to the previous installment.
Want to hit stuff with basic attack? They'll rush you and eat your face clean off.
*But you have a wall!* What wall? Oh, that thing that went on CD two games ago? Yeah, it's still unavailable.
*But you have a flamethrower* It went looking for the wall, haven't heard from it too.
Every other character's basic attack has stun, but not here, not today.
We've decided to tie you down to several CD's and give you a wet napkin in CQC otherwise.
Just remember, you'll spend 90% of the time in CQC, isn't that fun?
It's ridiculous at the start, the amount of effort you need to kill one wisp with basic attacks.
Just try it, you'll see what I mean.
Meanwhile any other character is already wearing a necklace made out of said wisps masks, rampaging down the map.
For god's sake, let the chakrams at least deal damage on the way back.
I think tectonic surge is good/okay since it's her only mobility option + also negates fall damage from any height after cast, and seeing how some chests are straight up unreachable w/o mobility taking it over ice wall seems like the better option especially since icewall only seems to serve the purpose of helping with spacing for chakram which are already bad.
however, I think the cooldown should be slightly shorter than it is for this ability maybe like 5 -8 seconds instead of 12. It just feels too long for what it does I'd even be alright with them removing the stun from it.
Which is hilarious!
The game forces you to use one of the longer cool-downs as a crutch for your primary to do literally anything!
But her primary attack... yuck. A single, straight going, medium range fireball would have suffice. Or to keep the chakram idea, just make it go straight through the ennemies and come back. I don't even mind the low damages, I just hate that I can't hit anything
For blazing Sun, an attack like the Grandparents in RoR2 could have been nice and would keep the idea of a strong but risky character : you're immobile/really slow, but anything coming too close will just take massive burn stacks.
Or keep it like it is, but you place it somewhere and recast to make it pulse and do a big explosion, like a sun grenade ?
I agree pretty much completely - the utility of tectonic surge is great, and using it over icewall is absolutely viable, but that cooldown is absolutely ridiculous. Commando's slide and roll have a cooldown of four seconds, so having a cool down three times longer than that just for the ability to stun enemies for three-ish seconds and elites for one is just stupid. Granted, tectonic surge also spawns a little platform for you to stand on if you cast it in the air, but... who the hell actually uses that outside of the trail? Legitimate question there - if anyone's found a way to use it in a way that is genuinely useful, let me know.
Pretty much sums up most of my problems here. The cooldowns on Artificers other abilities would be excusable if flame chakrams weren't completely useless, but they are, so you spend the entirety of the game running from enemies while waiting on hour-long cooldowns.
I know the game is probably finished outside of bug fixes for the foreseeable future, but maybe a skilled modder can give Arti some new skills and fix Chakrams.
I found the chakram damage fine enough with the icewall combo because of the fire dot damage but to be fair I didn't get into looping or Monsoon and such so it could fall off there, in my experience the Nanobomb was the disappointing bit because for all the setup it doesn't feel like it does much, but I thought the same in 2 and it was much stronger there, I might just not like the charge time and slow movement during it
Tectonic Surge would be a decent option if the cooldown was literally halved, the cooldown is ridiculous for something that does so little
Ice wall solves the problem for chakrams, sun, nano bomb, spear and helps flamethrower (the best skill).
Tectonic clearly was made be used in combo with the sun by giving you small room to sit on and use it and is a nice utility overall.
RoR2 artificer had a good rotation of skills despite their cooldown and issue was mostly about how her basic attack was strong but very limited.
Now in this game all of her attacks suffers from longer cooldowns and rely ice wall instead of having each be decent individually, having certain skills pair better with others is no surprise seeing the new knife + shotgun combo for commando.
Her chakrams need an emergency buff to work, miner simple throwable pickaxe feels many times stronger and more reliable
I'm inclined to agree with most of what's been said- giving them basic hitstun would fix 90% of the problems. The times I had a gun drone along to provide a bit of stun made them feel much more viable- but having to depend on a skill with a 12 second cooldown just to reliably hit with your basic attack just feels exceptionally bad.