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Bir çeviri sorunu bildirin
Evade was better than S1 in RR2, because it gave you a 14 skill for fighting against the boss' swelling attack power on their weak-ish attacks. It's only ♥♥♥♥♥♥ more in demand in RR3, because a lot of fights demand you to have good evaders.
Block is "decent", but situational. If you resist the damage type, then it's the opposite of evade: rather than completely negating a weak skill, you use it to reduce a strong skill to no actual damage, or at least minimal damage. The problem is that there's a very good chance you don't resist it enough, and so end up taking damage no matter what you do.
Counter is basically a trade. You give your opponent an unopposed attack, and then get the same back on them. But so many mechanics are based on not letting the opponent land that hit, that it tends to not work out so well. I think the first time I used a counter skill effectively was RR1, using it to keep the Nothing There inquisitors from healing during their counter turns.
The problem is that we yet to have an reuse counter skill. Also did you forget Ricardo?
The problem that it leaves singular cases and evade skills. Since most counters and block are in that value range
He can revive multiple times.
Evade is currently the king of MD3H. It handle multiple coins and high offense level enemies very easily. The only think that Evade struggle is what block handle the best.
Block is the king of handling single coin high roll skills. If you have the right resistance, you can also handle multiple coins attack. A tank with blunt resistance take almost no damage from bull's 3 coins attack. If you are having trouble with bull, blame yourself for not being able to use block. He get absolute walled by block.
Counter is on a weird position. Outside of unique counters, the only reason you may want use this is: the counter have buff you really want, you want your character to take damage and some rare and unique situation where that counter attack help you a lot(example your only way to stagger the enemy to delete the other attacks).
Counter is on the weakest position but I don't want they simply make them do more damage. I'm perfectly fine with them adding more utility(gaining buff or inflicting status) to counter. Trading your hp for that should be worthy.
Well, when you go solo with him it helps to have a bit of regen and the ability to stack some glut res if you fall short on it. I once made him corrode each turn with Rusty Coin to end up at NEGATIVE ego rez, I didn't knew that it was possible..
Unless you're doing RR3 masochist run with Mariachi Sinclair, Zwei Rodion, base Meursault, all the worst possible ids + K Honglu.
Then you might need 3 revives.
Because: in normal dungeon sinners can easily win clashes with skills and there is no need to use defence skills.
In hard dungeon block or counter will not save them from huge damage from mobs. Only high clashes and ego will save them :D
So right now the best defence skill is good offence skill. If sinner win clash he will not lose any hp, get sanity and will deal some damage.
As for me defend skill (at least for tanks) should be remaked. Defence skill should get more hp shield (propably it should better scale with sinner's id uptie and level) and provide usefull utility for the team.
Same thing with counter skill. Most counter skill dont do significant damage. It should have some hp shield and better damage.
This is more of a flaw with how Mirror Dungeon is designed, rather than how defensive skills are designed.
Most EGO and passives that heal, will only heal the sinner with less HP. Meaning that if you deploy someone with 157 max hp and a tank (like Nun Rodya) with over 200hp, you'll never get to heal her until her HP reach 156 or lower.
I had entire MD runs with characters with max 200hp at 160hp because they can't be healed with EGO gifts or by passives like chef Ryo or chef gregor.
The only reason to use defensive skills (and evade only) is to farm certain sin color in special dungeons like RRs or battles like the big bro one (were you don't need to rush turns)
Where are you all even getting '3 revives' from? K Hong only has one revive per battle with his passive (even though you can still die from too much damage) and Dimension Shredder has a revive for the first time you reach 0hp.
https://www.youtube.com/watch?v=nJVs0BWzgrw&ab_channel=Koezar
He does have up to 3 revives, although I've never ♥♥♥♥♥♥ to that point myself.
It's the "gain 1 fragile every turn" part which is once-only, not with every revive.