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Have you fought Mairwyn, dude?
Mairwyn: When she drops the spinning fireball either immediately before or after dropping 3 roaming fireballs that... also shoot fire at nearby people. Usually also while she has her clones up, which fire 3 stunning lightning balls each. You can't reliably melee the clones, because the lightning balls can overlap when they're fired and shotgun you. Before you say anything, yes, we all had fire resistance, and we did complete the fight after a few tries. That doesn't make it any less frustrating to experience though.
Matka: Honestly the entire fight. I either have very little trouble walking around every one of her attacks, or I get destroyed. She has virtually every single one of my above complaints about adds, projectiles, CC, etc. Usually the adds, at least in earlier fights, aren't hard to kill, but her mosquitoes are fast, they hit hard, they're decently tough to kill, and they respawn infinitely. And if you try to melee her, which I was doing for a while with a decent level of success- she can drop 5 fissures on top of you and insta-kill you. Oh, and the polymorph part is just kind of annoying. Overall one of my least favorite new bosses.
Ziva: While we didn't fail once, her fight was probably one of the more annoying new ones. The fight was neat, but it was another one that mostly precluded the use of melee entirely. Not just because of the flamethrower and shotgun, but because of the AOE puddles she really liked to sit inside of. The turrets she spawned could be annoying, but not entirely too bad because they were easy to break.
Cyril: Everything I remember is him spawning weapons that are hard to break, constantly knock you around, throw out attacks that are hard to avoid, etc. I don't remember the fight being too bad, just another annoying example of high damage, tough adds, and another fight that screams for smaller player hitboxes and secondary dash charges.
Baron: Before realising that you're meant to break the barrels instead of dodge them, this guy was a massive pain. Even afterwards, he was still a massive pain. If you ever get hit by a barrel, you're almost guaranteed to get hit by one to three more because of the stun, and how they seem to kind of drag you back even if you dash through them at some angles.
Henry: This ♥♥♥♥♥♥♥ fight. On top of the projectile spam, counter with LONG CC, misleadingly large projectiles, restrictively small arena, long stuns, and the attack where he constantly knocks you back toward the wall, he inflicts a debuff that makes you take 5% more damage, which stacks. I don't think there was even a single time where I didn't take at least one hit from the electric wall during the knockback attack, even using two dashes and starting from on top of him. If I look back at the fight, it doesn't seem that bad. But then it is that bad.
Haven't fought anyone beyond those. Matka broke our patience. There's simply too much going on in some of these fights at times.
I'm currently on Baron, which I keep getting close, but it's really hard to avoid the jump attack. Maybe you already know all of this and it's not working for you, but maybe you don't and this helps:
>In general, if you're running melee you have to have a defensive ability. Ability 2 can be a more offensive ability, but it should have a property to help with defense. Skills that apply weak or leech would be good examples.
>If you're good enough you can ignore this: I wouldn't run anything but blood veil for travel skill. The heal on attack is huge, and it takes aggro off you for a moment to reposition. It's just such a big deal for melee, because sometimes you're just going to catch one and that's how it goes. Healing that back every 8 seconds while dodging an attack, and dealing damage back just really can't be beat.
>Choose your weapon based on how it moves you around. There isn't a wrong weapon to use, just the wrong weapon for you. The msot important thign is that the way the weapon moves you around (IE axes step foreward and slash or daggers dash forward and back giving you iframes.) feels good and natural to you.
>Illusion Golem is, imo, the best ult for melee. The illusion hits enemies aroudn it dealing damage, but also gives you a shield ever 1.5 seconds. As it's alive for 7 seconds, that's 4 applications. Can really turn the fight and even be what you need to secure the kill.
Hope something in there is helpful friend!
Funny thing, I already do all those things, lol. Aside from illusion golem, maybe I'll try it out. I usually ran blood beam or heart strike.
I don't explicitly run only melee, but my complaints about it are mostly like... they give us 7 melee weapons and 2 ranged, but the ranged options are SO much more viable. It's just the nature of bullet-hell-y games like some of the bosses are, but it's frustrating that melee is generally so bad for bosses but great for everything else.
Mairwyn fireball? Wolf form and run to the other end of the arena, then there will be a wide enough gap between the projectiles to run back in.
Matka? You can trivially avoid most of her attacks if you break her line of sight hiding behind the trees in the arena and pelting her with indirect AoE: Crossbow Q, Bone Explosion, Void, Ungora's Ultimate.
lol
So instead of better balancing, just not fight and cheese? Trying too hard for that jester man.
I gave you your (You), go away.