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Tried Arcane Weaver? Sentinel?
Spellblade is meh but more likely to be executed than the others.
Paladin can be timed, but the effect isnt worth the hassle.
Sentinel can go very wrong, on high Curse it will most of the time.
Arcane Weaver... you have to break your speed...
NEVER stop moving in this game!
Cheers!
Thanks I will focus on playing more Barb, Houndmaster and Pyromancer.
Either change mechanics, increase pick up range or make the effects stronger and last longer.
Or a combination of the above.
The Pyromancer unlocked a shadow weapon at the same time as having its fire based ability ... cool. If you want the Pyromancer to be fully fire based then make all of its weapon fire based I don't know.
The Elementalist has some potential to play mono elements but then its passive pushes you heavily towards multi element. The list goes on and on.
Honestly I feel the weapons should not provide starting skills anymore but just change your stats and then you choose your starting skills from the list you unlock (through levels instead).
Characters now have too much "identity" (if it can be called that). Between their passive tree and their starting skills it's very hard to make fun creative builds that work (there's also a huge balancing issue at play).
The new catapult passive for the hoplite guy I always forget his name is cute and all but it does abysmal damage compared to many other passives. I had a run where I built all catapults and they were doing like 20k dps ... wooow ....
Also I feel that all the passives should be a skill that can be upgraded like every other skill during level up. Making it way more straightforward so you can intentionally focus on your passive or not depending on the build you want to run and your run in general.
Increase enemy spawn rate significantly in higher curses and reduce the hp sponge curve. Implementing all these ideas would make the game way more fun.
Yeah , I have tried pushing the waves...with max curses. But they always falter at either wave 4 or 5 with a one shot because the charge up attacks are damn near instant and hit for huge amount of damage if you skimped on armor/block. But those 800 million hp void lords are just so spongy that even with the high dmg mitigation it would take a long time to eventually wear them down.
But I think it is fine to be honest , they just need to add some sort of way that if you want to continue pushing to reduce the scaling a bit or add bonus damage or defense choices that are only available in the continued run modes and they can be enabled or disabled if people want to find that lucky run where they get good skill rank ups.
But maybe eventually they will add something to help push deeper , lots of mats are not used so maybe they will add some sort of system that makes use of that to help push deeper in the continued run modes. An item system of sorts would be neat , that can be used on any character , like armor pieces that add defense or boots that add movement that can be crafted and used on any character?
The paladin alone for a new player could just unlock the entire skill web, hes really good but NOT intuative. You should give him a chance. IF you get good RNG and pick the right blend of things, he can easily face tank boss spawns while the active skill is buffing you.
And they shouldn't. Just because people don't know how to play with a class skill doesn't mean it's bad.
It's crazy to me that it doesn't occur to people to not just stand in it, but only go into the area when it's almost done. Same thing with smite.