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I had it against a Stone titan it got a lot of hits. While I do find Frost Relic to be more effective due to being able to stack hits, Charge field just feels a bit bad.
While it does shine with Command, odds are you're going to get several of them on long runs even with random items on. At which Elites will be more common and it will not give you free items every 10 kill or so.
Captains brooch has a long cool down unless you've gotten a lot of the red item that reduce item cool down. Which mind you is more rare than the 56 leaf clover.
Even then it produces white items majority of the time. Yes I've used it a lot by stacking the cool down items. 56 Leaf clover produce better drops when stacked higher.
Substandard duplicator just gives you a temporary item of the one you just found so that isn't good in the long run. Most of the time 1 extra of the item you got isn't going to be a game changer.
If you kill a small group of trash enemies you've now suddenly spawned 20+ projectiles and these are most likely going to go for the boss. They have a higher burst damage if you got a lot of trash enemies nearby. Which you will have unless you play with Elites only. But if you go with Elites only you'll have them spawn on portal events and that will a ton of daggers upon kill.
Fireworks only activate when you actually open a container or pay for something. So these are pretty limited.
DML also has a cool down and without red items it's only really good early on. Same goes for the Nematocyst equipment.
Meteorite is safe to use as long as you climb.
Also having a lot of hoopoo feathers around will make you dodge all of them with ease if there wasn't a rope to climb.
I actually quite like it as a solo item, because it works like a fire-and-forget tool that attacks enemies across the map if there are any left that you didn't catch before circling back to the teleporter. As long as you keep moving I usually don't have any friendly-fire problems with it.
If it's not literally everyone mentioning it then it's like no one smh. It's *that* bad.
Because Voltaic Mitt isn't as bad as everyone claims to be, it's just really situational at best, but it is still doing it's job as intended. I would take that item over the harpoon because at the very least you can try to lead lemurians, vagrants and other stuff into it while the harpoon can give you the speed boost at the best or worst timing. Heck, it can be a decent option if you're playing on honor and glass mode and you're playing as HAN-D against a bunch of lemurians with overload with no drones available.
That's mostly why I hate Mitt. It's occasional *AND* not really something you care about getting as ANY survior except maybe Acrid? But even then.
Like every other items at least has a survivor or two that can make use of it really well. But the Mitt?? You get to occasionally damage lemurians at least I guess? If ropes were at least lower so you could affect wandering enemies that doesn't climb ropes.
The Harpoon is also pretty lame, but the difference between having one and having two is huge. Can't really same the same for the Mitt...
Snake Eyes, since it's an RNG item on 2 levels (needs shrines to spawn that you then pay for and for you to fail them) for less pay-off than a single Glasses. If it buffed your base damage or the stacks stuck around between levels until you got a successful shrine pull, then maybe it could be considered. Voltaic Mitt at least works on any rope, but is a dishonorable mention as the most disappointing Returns addition.
Green:
Harpoon. It needs too many stacks for the speed boost to last long enough to matter VS the Red Whip which can have nearly 100% uptime and boosts its speed bonus per stack, with Goat Hoof having a guaranteed effect that also boosts its effect per stack. Guarantees usually beat RNG, especially in this game.
Red:
Plasma Tether. It feels like a White-tier item. A small chance on hit to snag a single enemy for low DoT to it and any enemy in the line, and extra stacks just increase the number of enemies you can have tethered at once with no extra chance or damage scaling unlike almost everything else? No thanks; I'll get greater output from almost anything else across all tiers.
Boss:
Magma Worm Eye. A worse version of the already subpar Boots that requires a kill to activate, making it useless in some boss confrontations. The Knurl offers some of the best survivability in-game, and the other boss items will generally have more damage output even with being more luck-based.
Equipment:
Marble. Yes, it has niche uses for setting it up at the teleporter and allowing you to run around collecting any chests you missed while the timer ticks down, but that is only a viable strategy with the Modern ruleset and you likely got a lot of the chests anyways while searching for the teleporter to begin with. Dishonorable mention to the Vagrant nozzle, since it counts as a unique Boss Equipment for Command purposes but functions as a worse Disposable Launcher with fewer shots, less range, worse tracking, and lower overall damage output despite the lower cooldown.
obviously it's not nearly as good of a survivability tool as something like the shield generator, but it's something