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I mean, the fact that it was like that before doesn`t mean good changes cant be made.
Better keep the tried and tested before making any bad changes.
Wanderer's beast skills can ignore or even exploit almost any defensive tokens the enemy throws at you, and will out-damage most equivalent skills in the same circumstances. (Rake vs multiple targets, Rage vs Vuln, Maul vs Block) Hell, if you just master Transform, any enemy with a Vuln token is an easy 16-21 DMG, which shoots up to 21-26 DMG once you've mastered Rage as well.
And Moribund is the de facto "high risk, high reward" path. If you transform at low-to-no stress, it'll probably hit like a wet noodle and quickly run out of steam. But if you time the transformation right, you can be dishing outs ton of crit Rages or hitting both front ranks for a whopping 11-13 DMG.
Well, I get that, but from what I've heard abom was one of the worst characters in dd1(not bad, but relatively to other characters). And had same problem as now, of beast form not really being worth it. So can you really call it "tried and tested"?
I'm not saying he needs some huge rework, just small buff to monster form, maybe additional tokens, or something. I am not a game desighner, so I am not speaking profesionally, just giving my feedback as a player.
Again, I am not saying that he's weak, I am just saying that its not really worth it to transform him. He's monster form deal about as much damage as other good damage dealers, that dont give your party stress, and at the same time loose his human form survivability and utility.
And I get that its not really hard to manage stress, I said it myself, that sometimes I transform him just for fun. But stress in itself is not a problem, its the fact that this stress is not really worth it.
Heavily agree on moribund (haven`t played bleed path that much because don`t really like dot builds), but moribund have very high risk with almost no reward - you need to have him on relatively high stress to have good crit chances, so you risk him being focused by enemies, and having meltdown, and for what? 16 dmg crit? some characters can do 16 dmg without crit.
I get that maybe they don`t want to encourage dmg meta that game have, so maybe give moribund more defensive capabilities, his rage already gives him aggro and block(when upgraded) on crit, so why don`t make it so he gets it just by hitting? and on crit he recieves block+ for example or 2 blocks and aggro tokens?
But that's the thing: there are a lot of cases where Wanderer's beast form outperforms other damage dealers, and not just in damage, but in utility too. It's not gonna put them out of a job by any means, but it's a pretty significant advantage for how minor the downside is in my experience.
I mean, quick breakdown:
Rake is kinda meh, sure, but its mastered version at full power might be the strongest front-rank cleave in the game, dealing 7-9 DMG with a whopping 20% CRIT. (That means a 36% chance of landing at least 1 crit.) And it's pretty darn competitive at half power too, with 5-7 DMG and 15% CRIT.
Rage and Maul will blow just about any bread-and-butter attack out of the water when it comes to exploiting Vulnerable and Block/Block+ tokens respectively. (Plus, the former also boasts rank 3 reach and a significant 15% CRIT.)
Slam gets to both deal decent damage and remove all dodge tokens from the target once mastered, on top of the repositioning and knockback it offers. (Your other options for removing dodge deal no damage, and your other options for ignoring dodge are all conditional.)
And Instinct is just... *chef's kiss*.