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Poisoners feel like they just drop off as you progress deeper into the game. That and using Bleed and Burn makes things much easier for the most part.
For a buff, I'd say the solution would be to readjust the level 8 skill that doubles all poison counters on hostiles in an area. 3 Valour points really is too much...
But I do agree, as I've continued through the game poison's utility has definitely fallen off, since most enemies can just be killed before they even get to take a turn. And yeah, the three valor point double poison skill is pretty bad. I was hoping to find more synergies with poison as the game progressed, but all I have so far is the 2h axe which gets guaranteed crit on poisoned enemies, and the dagger which eats all the poison stacks to do more dmg. The dagger was a massive disappointment... it doesn't get anywhere near enough bonus dmg to be worth building up / eating all the stacks. .
For the rest of them, either more or less agree or I haven't really tried them. All three 2h specs are super strong, each in their own way, highly recommend!
Hi. I don't get this. Poison or DOTs do not work the same on bosses. They do not suffer hp loss when they end their turn. So how can it be specific for them? Meanwhile all normal enemies including your peeps do. Be it from bleeding/burning/poison
Name 1 enemy as per your description apart from the bosses/arena contestants? From my plays all high level enemies are ' tanky ' Don't believe me? Check out the guards hunting you when you embark on a criminal run.
Bosses do get the HP loss at the end of the turn. But they move/attack multiple times per turn. So the DOT doesn't seem to work on them as the turn progresses.
It is the most expensive single skill, and it is decidedly not worth it.
In order for DOT abilities to do their thing, maybe they ought to apply a Slowdown. If the poison cloud did that, it would immediately become a much better obstacle.
( Bear Traps ought to give slowdown too, for that matter. )
In any case, the damage per Poison Stack at 5% is possibly too low? We need to get like 10 stacks to kill an enemy in a reasonable time. Because the Poisoner has to kite after applying poison, the best skill to take is the level 5 Instinctive Throw upgrade that resets movement. Not the Poisoned Weapon, which gives a piddling 2 stacks, and won't even work with the Whirlwind Bandit dagger.
Linking here to Kruppe's good post on the topic:
https://steamcommunity.com/app/1527950/discussions/0/3418810907950046220/
Also, general tanky units? Do people still go for bears by any chance?
How? So...
Bears tanky? Ok if you say so.
Lund attacks twice per round. He loses DOT after the second turn where a new round starts.
Really?
I haven't had him to fight for a long time. Is this something new?
Not sure if it is new. He sets up with the mace then lets loose on the targetted merc. Then he does the same routine on someone else whom he aims. Then will a new round starts. Can see from the turn order. The dots will take effect after he ends his final moves & a new round starts. Your peeps will suffer dot damage as soon as they end their turn.
a ranger strategist with healing and a torch has 4 extra attacks with instinctive throw every turn with valor. not to mention everyone else getting extra attacks with strategist. you an use heal even if the person it's used on doesn't need it. tack on a poison weapon it's a good day.
what's nice about this game is everyone has their OWN point of view - if you search through discussions on all those various classes - starting way back in February last year you'll find thoughts offered back then. There's a whole blurb on Explosive Gas as well.... hmmrph - oh, sorry - damn, that had some follow through - back in a minute