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For example Lighting Weapon destroys Shuigui and Zhupolong, as well as the larger fat axe wielding humanoids. It absolutely makes the Assassin enemies and most humanoids a joke too, as it seems to go through their guard.
The duration is definitely lacking, but if you want perpetual elements on your weaponry, then just embed it.
I find it's best to weave buffing in during combos when high Spirit. Good opportunity to do so is after Fatal Striking the enemy, as they are getting up.
There is one thing I have noticed about elements. There is no longer Discord, right? Is there an equivalent in this game?
but you have to look at what each debuff does in the documents>effect icons.
For example look up Heaviness and it says Lowers Lightning resistance, increases spirit damage received.
and each of them have that.
This all reminds me of Neverwinter Nights gameplay back when it came out ages ago. It had such amazing features I really wish would have made it to mainstream gaming. Friendly fire meant that the spells could be kept at their original strength, and for example fireballs would absolutely destroy everything in a room, including your own party. That's why you wanted elemental protection spells, so you could cast them on your melees while they were charging ahead, and then if need be, you could nuke the entire room pretty much killing or seriously harming anything in there. But my most memorable ability was the counterspell. At any time you wished, you could just forego normal casting and focus on countering a specific spellcaster, as long as you had the spells required to counter theirs, you would automatically use them whenever they tried to do something. Basically you'd both be nullifying each other, but your warriors would be free to wail on them while they were defenseless.
I really hope future DLC's and ng+ modes will feature portions with extremely aggressive environmental magics and casters, where playing a caster yourself would be a completely different gameplay experience as you would counter them and retaliate.
Like the special effects on gear, this aint much but but since having at least some amount of wood virtue to increase your HP it can add up a few seconds.
They don't even stop enemies. Like I got the ground spikes hoping it could be used against charging tigers. The just pass right through it, take pathetic amounts of damage, then hit me anyway. The Quick sand that is supposed to pull enemies together, ends so quickly, it is almost impossible to use it tactically.
Game has trash balance.
On a Wood build it's amazing because it scales with my weapon as the main stat and also increases Lightning damage. And the weapon buffs damage depends on the amount you have in that element. With how long my buffs last, it's also cutting the cost to keep it up by 53% as well as the fact I am casting it less to spend more time dealing damage and getting spirit instead of casting it again and again. Then just dump all my excess spirit into the Spirit Attack which I always have too much of as I only use my Spirit on this 1 buff when playing solo. I got 175.1% spell duration, +20.3% Positive Effect and 349 Lightning Attack Power in total with my 99 Wood and 23 Metal. Going to go 99/2/2/50/1 at level 150 and switch over to The Great Talent of a King's Advisor set when I get 5 star pieces. The Lightning damage makes up a big portion of my damage and also increases the amount healed from Absorb Vitality. I have absolutely no problem keeping my weapon buff up at all times.
Also builds that relies on keeping up buffs should always have imo at least 20 Metal then more points into Wood or Metal to make it more cost effective. Preferably making 1 of these 2 stats as the main to bring to 99. And not like there is really anything else to spend spirit on, as pure offensive spells and Martial Arts suck compared to mashing normal attack with a weapon buff and Spirit Attack.
Same goes for people, if they buff poison, thats metal so go fire. If they go Lightning, thats wood so go Metal, etc etc.
You would at least think they arranged the spell schools in the game in an order that countered each other? You know, so you could easily check "ok this page is fire, and the next is metal, ohh and the next is wood? No. It's all arbitrary there too.
You have to literally unlearn everything you know about how stuff works, and constantly refer to a cheat sheet of what counters what, to understand how the elemental counters in this game work. xD
Fire beats Metal: fire makes metal softer, melts it, etc.
Metal beats wood: like an axe cutting down a tree, or a lightning rod redirecting lightning
Wood beats earth: plants force their way through the soil
Earth beats water: water is absorbed by earth
The game doesnt need to. The stuff written here is something players can figure out on their own based on the information the game provides. Which can be find in the information topics in the menu.
I guess one fault then, would be that there is no tutorial of the menu..
The main fault is having no dojo this time around to actually test things. It looks like we SHOULD have one, aka the guy who said "I train new warriors, but you don't look like you need it." but it might be a DLC content drop later, who knows?