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Een vertaalprobleem melden
Have you played much with chaining combos during dual weilding? It ups your damage per combo significantly. You can use 2 swings on your initial combo, into the 3 swings on your secondary.
Also, daggers can swing much faster than rapiers, and when youre geared up and only need 2-3 hits to drop people, those dagger combos are wildly effective.
They suck donkey sausage while gearing up or with low gear though.
Dual wield is under-baked mechanic all around, it needs its own moveset, or some bonuses for alternating main and offhand strikes at the very least.
Castillon would be a better starting weapon imho - it has a nice wide sweep.
I would change some abilities to equipment (Caltrops, Smoke bomb).
But does it actually do more total damage than pausing between 2 and 3? Because I rarely find that doing a full 5 swing combo is the best option in PvP aside from when you first get the jump on them. When you're actually in the fight 1v1ing I have best results getting 1-2 stabs then backing off to dodge between their attacks or the reduced movespeed while attacking gets me hit. Took out two barbs in a row that way because I got in and out before they could hit me.
Honestly yeah, the rogue has the worst starting kit. Those would likely serve better as rogue exclusive tools given the very high need for hide and the one damage enhancement skill.
That's a really good idea.
Dagger excels at what its good at and sucks at what it sucks at. Don't expect to stand a fight with it because of the range, That's what rapier is for on Rogue. Daggers you do a lot of damage in a few swings and proc a lot of poison. The dual wield combo can be devastating with backstabs to anyone who doesn't turn around fast enough. Also daggers can be extremely fast in pve against certain enemies.
Also Rogue's potential to escape is so high as he can open portals the fastest, plus is sneaky enough to survive long enough to get to a portal anyways even solo. So I don't know why everyone thinks rogue is so weak with all these tools
Basically what I'm trying to say, is I don't think Rogue is bad OR daggers. I think players are bad and pick the Rogue class and try to fight like a Fighter rather than being Rogue.
(also speaking from solo rogue perspective)
They do not shine at anything except picking pockets, opening locks and disarming traps. All 3 require using perk slots.
Also, Poison Weapon is way underwhelming. I think this should apply a movement speed debuff on top of the DoT. That would give them some utility to create distance from warriors and barbs. They should also be able to use smaller bows.
You don't have to hit every stab, could be used for timing and area denial, as they don't want to walk into your stab. Plus its extra useful when surprising someone who doesn't have a weapon out, can't immediately hurt you or move
This is the point of the post though - they really don't. Which is the problem. You can stab and stab and stab, get a few headshots, they keep standing, turn around, hit you 1-2 times and dead. And the likelihood of getting more than 1-2 stabs to their head before they start spinning/ducking/jumping goes down even if you're got great aim. Now I'm basing this on gray - green tier daggers, maybe they scale harder at higher rarities and the problem is their quality scaling needs balanced. But even white-green daggers really don't do much more DPS, if any, than equivalent weapon types.
I just don't see that happening in practice. Why would any fighter, barb, or cleric care about taking an extra stab or two when they can just hit you. These classes will easily win outright trades with you.