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If we're being objective and all minmaxy, everything is inferior to Time Warp, Cosmo with Wandering The Jet Black darkasso + Greatest Jubilee, or Toastie with Divine Bloodline + Legionnaire.
I don't even know how or why Time Warp manages to kill Red Death easily, it simply does. The others reach insane scaling numbers.
Regardless, if you want to make comparisons to THAT kind of best builds you could be using... everything is meh.
For me, I will enjoy Limit Breaking some of these until a single pixel of them takes up half my screen.
A lot of weapons are dreadful pre-upgrade with a few standouts (two-three weapons I believe are better unevolved compared to their evolved counterparts).
Now do I think most of the Whip lines are... lackluster? ok yes... but there are a few great standouts. Two which I'd gladly use in an OP build.
"if you rely on weapons who force you to move in a certain way to make the most out of them, you are doing it wrong"
Some weapons actually do very well in movement builds. Now there are weapons are weapons that are nearly useless because they REQUIRE you to move in very unnatural ways (Shadow Pinion and whatever the datapad is called)
I find Victory Sword a liability to evolve. Too much visual spam, and worst of all, you cant collect -anything- while sole solution is active.
Yes, Rocket Science, as soon theres enough spam on screen its difficult to see the input pad at all. And science rock is terrible too, as you have to step on them to trigger them. Again defeated by spam.
With that said though I feel there are worse weapons in the Castlevania DLC, like some of the spellbooks for example. But even the starting whip can be evolved to steal HP, which to me at least makes it more preferred than most of the Castlevania whips.
And the spellbooks in Castlevania is bugged. They are supposed to keep their basic appearance together with the evolved form. They only function properly if you evolve the basic weapon.
If you get an evolved spellbook from a character with them, or nabbing it through a turbo candy box, they will be missing the non-evolved functionality. For example the Keremet character starting with the evolved version of the Keremet spell. It does not have the unelvolved affects. A problem affecting all whom begins with an evolved spellbook.
Agh, I shouldn't have taken time off from this game. I guess it's only 1% per 100 health or something? I wasn't expecting it to be like crit Stamazza attacks obviously, but I was expecting something more than nothing in that regard.
Also I didn't know that about the spellbooks. It can't be partially circumvented with the Gemini arcana at least?
Gemini only duplicates whats already present.
Yeah, Julius passive extra Might bonus depending on how much HP is lost stacks with Divine Bloodline Arcana's similar bonus, and the cherry on top that his default starting whip has the aura explosion damage scaling based on how much Max HP you have (pretty much Hollow Heart is required as it also evolves said whip)
I brought him to the Boss Rash Stage and he went one-shot the stage bosses as soon as they're in range