Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Armor is worthless, enemies one-three tap you most of the time.
Magic barrier is worthless for the same reasons.
Based on the previous two statements thorns as a mechanic are worthless.
Mana regen is nearly worthless because the real way to keep your mana up is a rapid fire crit build since every crit restores 10% of your mana.
Most regeneration is worthless because most of it is a flat value where you heal like 2HP per second in a game where at endgame I have 1.6k. Even funnier when you see a passive in Cooking that restores .5 HP per second and a passive in Vitality that restores 1 HP/s and it doesn't even work above 50%. Nevermind that you have access to healing potions that heal 30%-40% of your HP per use and are on a laughably pathetic 5s cooldown.
Dodge is absurdly overpowered, you can get up to 90% without any consumables.
Melee weapons get mogged by ranged weapons because why risk catching a stray oneshot if you can just stay safe in the distance?
Consequently, most devastating melee weapon in the game is neither melee nor a weapon. It's Stormbringer, a mining tool that doubles as a lightning cannon, and I have no idea how that's supposed to count as physical melee.
Movement skill tree has two main branches - one that BOTH requires to NOT move AND gives you extra movement speed for not doing so, and one that doesn't work on nearly every weapon because it requires you to consistently move while someone designed weapons to stop you dead in your tracks during every attack.
Mining has a skill that restores durability to mining tools for digging ore in a game where all endgame mining tools have infinite durability. And you are forced to take that skill if you want to get the + Explosives damage.
Summoning is just the worst summoning system on the market. Plays and feels like resprited magic.
Entire swathes of weapons feel either blatantly inferior to their counterparts or even straight up unusuable, like the explosive magic staff that BOUNCES its projectiles off the damn enemies.
Most ingame effects trigger on a per-hit basis, which means rapid fire weapons such as the Arcane Staff or the Quill Rifle or the aforementioned Stormbringer wipe the floor with slow fire rate weapons.
And that's just off the top of my head. Whole skill trees need rebalancing, whole weapon lines, whole mechanics...
I agree with you that many tree's have major issues. None has come close to being as useless as explosive damage.
(Also, Summons is the most broken tree in the game, 80% ranged attack speed, 600 magic barrier. Chakram thrown close bounce inside targets. Without the forced cycles on bosses, you would 1 cycle everything in the game pretty much.)
But overall. Melee is too weak for it's horrible range. Ranged is overpowered. Explosives is by far the worst and many skill trees needs a good redesign. Like the finish one that gives fishing skill to ranged damage... Why not all damage? Why only ranged? Why LIMIT build potential instead of making it for everything?
I would love to rattle the brains of the devs on their thought process and give them honest feedback that isn't clouded with how fun the game IS TO PLAY. Because it is. But it has major flaws.
My vote goes for Magic.
Truth be told that's not a universally applicable philosophy. Limits are what makes buildcrafting exciting. It's just a question of whether the current limit is reasonable. That perk is garbage anyway so I don't have an opinion on that.
Damn, i can't believe i agree with every single sentence in a comment from steam discussions. Beautifully put.
So any boost to either makes them effective weapons, and levelling explosive and ranged to 100 each is basically a +100% damage bonus to mortars.
Each hit procs a ranged damage hit and a explosive damage hit, you are hitting two times per shot.
Add in the temporary melee and crit bonus's from them and you can hybrid in melee.
20% chance for napalm, means 20% damage for burning with a burning damage modifier in there too that you can use for fire/burning weapons or the mortar itself.
I'm seeing a trend where people go "X thing about game is not balanced well" yeah there are some flat out bad things in the game, and some equipment is meant to replace what you currently have in terms of item level or scaling, conversely some weapons aren't even worth using and so they are just free scrap for materials.
But the skill tree's are designed to compliment each other and you are meant to combine those bonus's, not make a smooth brained ranged build or "muh magic is not good unless I make it the crit mana gain build" and let that be the end of it.
I genuinely think a majority of you people choose to live in the game and thus you get jaded by things you perceive are "bad" without experimenting new things.
I do however agree that summoning is straight up bad, upgrade it and you can only summon 1 or 2 minions or leave it at base level and have weak minions.
Currently the minions are imo just a support system, like the minion that deals radiation damage to combo up with the commander gear set for example, core keeper doesn't have true summoning builds, it has summons that act as supports or free dps.
That is all of the skills that affect other things. A lot of these "complements" are not synergies but just global buffs and MOST trees are self centered. This also still heavily punishes lower attack speed playstyles because of how many things are just straight up % chances to proc and stacking from multiple hits.
Along with that, this still doesn't help the fact that explosives suck and the only one that's decent is the mortars. Actually look at the game before you start saying things about it.
You know, except for that one thing I perceive as bad, that one's correct because it's my opinion.
melee needs a strong form of sustain or very strong buff to make the risk worth it or more manageable, summoning lacks substance right now its just a sub dps skill "cast and forget"; either fully commit to being a "support" to add more damage or make it do more things...and overall the game needs another meta outside of atk speed because that its the end of all builds.