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Poor Dismas has very little going for him defensively speaking, which I suppose is why he greatly outshines Audrey in damage.
My main beef with her is that two of her paths require her to Stealth, and Stealth (and the action economy surrounding it) is garbage. She wastes an entire turn, helps the enemy focus-fire your team (one fewer target), and then maybe, maybe the Stealth bonus will compensate for the damage she missed, except it'll be less frontloaded.
Two entire paths ruined by bad Stealth design.
Although, if you're willing to risk making her a Nightsworn, and you happen to get the Silent Treatment, she's going to be quite the monster. Fragile, but she'll be hitting very hard.
That's what I like her for.
In a game like this, reliability is very, very valuable.
I will say the flag and it's toxic is just still too overpowered to me compared to the other heroes, but that's me personally. It almost makes him feel as if he's necessary for a run with toxic, the self heal, and the deathblow resistance.
As for a grave robber I wouldn't mind seeing the grave robber doing a little more extra range damage as a base as we really don't have that like we used to with say, an Arbalest as in dd1. Unless of course we see their appearance later.
Just some ideas
I ran a team with Alchemist-PD - Virtuoso-Jester - Deadeye-GR - Ravager-Hellion and had incredible fun. All these characters are fast, hard-hitting, and apply DoT and Marks. You win most battles before any opponent gets a chance to make a turn.
GR's constant crits keep your team at zero stress (with Revelry as a panic button). And being such a heavy hitter already, you can just put purely defensive trinkets on her. This quirk is really a game-changer on her.
Its true that her sleathy paths require some trinkets to really shine, but she is hardly the only one.
If this is "too weak", then I'm a unicorn.
Not even shadowfade sometimes, an upgraded dead of night fixes her, stress heals her, and cloaks her. It's pretty fun sometimes
Lunge does have a 20%/30% crit rate which is quite high, and a crit does 19 or 20 damage which isn't bad at all. Though of course, unless you have a dance team, you can only use it once every couple turns.
At the enhanced 7-13 damage for the Nightsworn, plus the 50% damage increase from being in Stealth, that's the equivalent of 10.5-19.5 damage every couple turns, which wouldn't be very impressive (it averages to 5-10 per turn, in which case you could do better just spamming Glint in the Dark for 7-10 as a Deadeye). But the crit rate and ability to bypass Block/Dodge bring it up to a very decent number. Of course it's less frontloaded and you're more subject to overkills. And the Nightsworn does have -20% max HP on top of already-low Grave Robber HP.
To me Nightsworn feels a little weak, awkward and demanding. But if you get the right trinkets (most notably the Silent Treatment)... you do get constant crits, and 2/3 of the time don't have to waste a turn on Stealth, you can Pirouette instead for even bigger damage.
Which is hardly an issue since you'll be spending 90% of the time in stealth. The only real threat are AoE attacks.
Pretty sure that's the point. Deadeye is your go-to choice for consistent damage and Nightsworn requires a bit of setup for a big payoff later. Haven't tried Venomdrop yet, so no comments there.
Yeah, the math adds up. At baseline, Lunge would do 5-11, 7.5-16.5 with the Nightsworn bonus to Stealth, and a crit would max the damage at 16.5 and then add 50% on top for 25 total. With Vulnerable it would add another 50% for a total of 37.
Of course, unless you have crit quirks, there's only a 1/5 chance of it critting at that point, and set up the Vulnerable token first. And you have to Shadow Fade on the first turn, doing no damage.
See, that's what it is about the Grave Robber. Her normal damage is wholly unimpressive, her value is mainly about how reliable she is. With the Nightsworn you're going to be wasting a lot of time, but you're going to get some exceptionally big crits, and you're gonna notice those.