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yeah his moveset is easy but even getting to him with a low range weapon is super hard because you either roll into three enemies around him or you try to kill them which you can only do one by one because there is no proper aoe for rogues and until one is dead, 2 new ones are already spawned, so I jump back an forth between 4 enemies, trying to keep track of all their attacks because I can't play it any other way. there's also no better armor I could even wear because I'm already on the verge of fatrolling (99% load) and I already put glyphs in my armor, so there is nothing i could do better to my knowledge.
Funny enough, I found the boss easier by just going in naked with a greatsword because then you can actually kill the mobs, but it also strips me of any rogue abilities...
I mean yeah, I can respecc, I can even lower the difficulty if it's too hard for me, but that's an easy copout of the balancing issues the game has. If I'm a oneshot, let me at least do better damage then the fulltank knight. If the devs didn't playtest their game properly they hopefully fix those issues and I'll wait for it. If they actually wanted the game to be like this. well then I'm just not gonna play it anymore.
after getting through all of the hardest soulslikes and metroidvanias there are, I feel like I have built some resistance to difficulty, but definitely not for this ♥♥♥♥♥♥♥♥.
IMO, this game is meant to be played a certain way and certain classes will shred mobs/bosses and others will have a very hard time. I had zero issues with the ferryman but I was a STR 2H and my wide swings from my greatsword hit multiple mobs and the boss at the same time so I cleared it first try. But now I'm getting shredded by magic in the puppet fight and can't progress.
Best tip is just to respec and play a diff class for that boss, then go back once you're done. Some fights are just not worth the pain and effort.
flat armor is the issue, rpg games always struggle with this, if you make the armor flat is easy to make progression rewarding and balance things, but it means if you got a lot you're immortal and if you got nothing you get oneshot. % based damage reduction type of armor is a lot better, but it's hard to make it feel rewarding and to balance it out early on.
so basically, with a system like this you either go glass cannon or go immortal tank. with a % based system you can make it feel more organic where each point works like it should, but it makes it so in the early game armor is useless unless you do a proper and complete system where enemies have armor pen and such.
The damage output on rogue is honestly really bad, that's on top of being very fragile and chewing through stamina. I think someone working on this game has a chip on their shoulder about rogues. The one thing the rogue should be good at, single target DPS/burst, it's pretty bad at. When the enemy count creeps up you spend a ton of time just rolling back and forth trying to get a single crumb of damage in. I watched a streamer play pyro and he just spammed fireballs against single target enemies and they melted, and he did whirlwinds against groups and was basically just cruising through the game.
It's winnable, I just finished the game as rogue, but I do feel like it's very undertuned. Get the ability that lets you teleport to enemies, if you get the upgrade for it that lets you have 1.3 seconds of invincibility after teleporting you can get a few free hits in on top of dodging whatever attack was coming your way. Just be wary that it's a little jank and sometimes doesn't go off, you can't use it while jumping and you can't be too close to enemies either.
the trick is to stop attacking when the copy is out, just focus on evade until the copy is gone, then kill boss
Also why the hell do you dodge the waves. jump exists...
DPS wasnt a problem for me, even the adds which seemed a bit on the beefier side, were easy to deal with. The boss and adds are so slow, you can just walk away and finish off the adds without the boss doing anything to you. His slam even does damage to his adds.
You can also use things like whetstones and armor kits and food.... the tools are there to make it happen. I really dont think it's unbalanced at all.
Then you get an add-less window to swing at him while they waddle over.
The adds are still way too tanky for how often they get spawned in (+ a whole 4 of them in 2nd phase, wth), especially compared to the Necromancer that summons in far weaker adds, during a dedicated section of the fight.