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Don't get me wrong, I was just /begging/ the game for a healer for a while. Facet was on the front lines taking so much damage but even 6 HP and 50% damage resist only goes so far.
But, you learn a lot of mitigation techniques. Making chokepoints so people get into each others way. Stripping weapons from hands to get guns off the table. Using ledges and fire to ruin peoples day.
Yea you get it. You also get no tank classes except Facet but you learn that high health characters (there are a few) aren't tanks but give a bit of security to take a few hits. After all, if you win with everyone at 1 health, you still win.
Rebound always feels like she should teleport further and do more backstab damage (I need to see what I need to do to get her to actually stab someone in the back and not the front; it seems so random).
Weathervane always feels like he should be doing far more damage; a mere one health on his chain lightning is pathetic. And his ultimate, while having impressive range with the upgrade, never does the damage it should.
Mindfire also feels weak; yes you can buff with vulnerable but he is stop dropping rocks on a mook's head!
Facet at least feels pretty tanky (I have both buff's for ranged damage reduction) but he seriously needs a punch like Weathervane with increased damaged when crystaliized, like brass knuckles.
I am taking a break for a while. Might try casual or wait for some mods to come out.
Once you start getting "right" upgrades for the character and understand how their synergies work, they become very powerful.
I am just going to add my two cents here: I find that team work is very important in this game, so you should try and keep all of your heroes in range of each other in order to use their Team-Up Abilities.
I too used to think that Weathervane's chain lightning damage was pitiful but now I think that he is really OP. Consider this hypothetical scenario: There are 8 enemies each with 4 health and are all in range of chain lightning. Weathervane casts chain lightning doing 8 points of damage with one action. Not to shabby right? Now he's able to cast his ultimate which does two damage to all 8 of those enemies for a total of 16 damage. In just one turn, Weathervane has inflicted 24 points of damage to his enemies. That's insane. Sure, those 8 enemies are still alive, but they are now much easier to take out with the others.
Facet imo, doesn't need more damage. His role is to tank and aggro enemies, and to also help control the battlefield. Facet can use Growth to hinder/block enemy's movement and to also help extend Weathervane's chain lightning to more enemies.
Push and disarm are very powerful abilities. Mercurial is a master of both. With her you should be trying to disarm enemies so that they either waste their turns picking those weapons up, or doing less damage to your tanks (like Facet). You should also be using her to push enemies off ledges or push them into either Facet or Weathervane for extra damage. Also with her movement plus dash she is able to travel a good chunk of the map. She is ridiculously good.
Are some of your heroes like Facet too slow? You can use Rebound to teleport them closer to where ever they need to go. Rebound is also a heavy hitter as both her Teleport Spin and Back-stabs do really good damage. FYI, while it's Rebound's turn, enemies that you highlight will show a cone. This is their flank and where you should be attacking. In a pinch, Rebound can also be used as a pseudo tank which is especially handy for missions with hostages, Enemies will attack who ever is closest, so if you can position her in front of a hostage and cast Fade, an enemy will waste their turn attacking her.
If you're getting frustrated with this game, then yeah you should take a break. Games are meant to be fun afterall. But if and when you come back to it, remember to take your time, take note of the timeline and try to fully utilise your heroes abilities and team-ups.
Rebounds spin, shadow disarm and (leveled up) Ultimate, Mindfire's ranged disarm goes a long way to thinning the crowed to managable levels without hurting them.
Kinetic makes Friend or Foe a joke, his ultimate is an AOE which lets you release all the civilians quickly. Wildstar is actually a joke. Get Rebound next to him and she can disarm him in a single action then Fade herself so she can take the only hit in a single round.
As people said above, your health is your timer. The whole point is that you get more actions than the enemies. So if you use an action to prevent damage from an enemy, you still have another action to advance yourself and you have a net gain.
If the enemy goes to pick up their gun, has to walk the long way because of Facet's crystal, gets stuck because of Facet's crystal, was pushed too far and needs to walk but can't reach you, loses an action due to rebound and so forth - then they aren't hurting you.
Basically you want to kill enemies but if you can't, damage some and stall the others.
As for individual heroes commented above -
Weatheravine damage is insane. He is not just a master of pull\push, his ultimate is one of the easiest to charge. And again, Kinetic is his best partner. Weatherravine lets Kinetic have chain lightning on his melee attack. Kinetic in return boosts the damage of Weather's ultimate.
Weather's role is not to take out 1-2 enemies at a time. It's to let enemies gather then wipe out entire screens and he does that really well.
Mindfire has the highest single target damage capacity in the game. Once you get to focus, you essentially have the ability to do Vulnerable + 2 attacks per turn. Also vulnerable boosts all attacks on the target including from other heroes.
Later the vulnerable will last for 2 turns.
He is the fastest boss killer in the game.
The heroes don't really need a boost. You just need to make note of their mechanics and more importantly their team up abilities. Which heroes are best to pair up and when.