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Edit: I'll take this one for you.
"this is not a game where you're supposed to be equal level to enemy, infact that means you've overlevelled for the content you're fighting. Depending on content you're doing enemies are supposed to scale 3-6-8-10 levels above you and balanced around being that handful of levels higher than you. Ex is base game bosses are supposed to be 5-6 levels above you with trash and champs 1-3-5 above, expansion areas scaling to 8-10+ for heroes and bosses and certain champs" -gnuff
And then I'll add that yes different builds vary greatly, even at and almost especially at lower levels. Not very surprising that one did well and the other didn't. Warden is easy when you learn his pattern. Gotta really dodge the spikes he shotguns out, at least that's the most important thing imo. Doesn't hurt to dip back when he does the ground slam either, with the huge aether radius. But that's just if your build can't face tank him that early. Your level is fine for that stage of the game, just a squishy build, and you probably weren't dodging enough.... well, your pets obviously ain't gonna dodge lol.
As for the achievement, yes you rush to him (use a saviors or heros merit) and have a good solid early build using really low level items from previous runs. There's guides out there on best builds for it.
I mean if it provides some insight sure.
Like what I find curious is that you have all these stats about your defensive capabilities, defense ability, armor, and percetages against various different forms of damage, poison, vitality etc etc.
Which ya know....great, but at the same time the game does not tell me what sorta damage Warden Krieg dishes out....so what good are they?
I guess the game is just a lot harder then TQ because I had no issue with any of the earlier bosses there, basically only the Telkine killed me at times in the first act.
But I guess Warden Krieg oddly enough is also the endboss of the first act (like the Telkine), only 3 bosses in the entire act?
TQ had like, what? 7?
aaaaanywho, I beat Krieg just now with my Oathkeeper and boy, I leveled the character through to get those summons/pets, those that cannot die, and I have those at level 10 now, and well I ran around the room while they were beating on him and it still took forever and every time the bastard hit me with anything it was OH CRAP HEALTH POTION NOW!!! time because it just did that much damage.
yet my character is build with pretty much the latest forms of armor (apart from teh fire shoes) so it is curious imo.
Guess the game in general is much much harder then TQ but still, takes the flow a bit out of things imo.
maybe that gives you a sense of what's possible, even if not easy?
i'd say "on avg" seems like most people reach Krieg around level 20-24 (some do sooner tho, specially rushers), and on avg he's extremely doable by that level
on Veteran however he's a bit tougher, which means while you can still easily kill him at lvl 20-24, depending on build or items you got RNG drops on your way there, the fight can be massively different
when on veteran, armour rating, pierce and aether resist especially makes a huge difference, so simply just lucking out and getting items with those stats can flip the fight from challenging to more trivial. (assuming you didn't deliberately focus in said resist ofc)
then there is the matter of build, because Krieg deals more dmg, is more spongy etc, means if your build lacks any kind of sustain, (tho the fight is doable with purely hp pots), and you have a low dmg offensive attack or stuff that doesn't scale well yet, means the fight can be more sweaty than other builds that has extra heals/regen/lifesteal or good early game scaling attacks.
There is no set rule to when to engage bosses, and imo the game is extremely well paced and balanced "on avg" for boss encounters to "fit" the progression and your character development
but ofc Veteran being harder than normal does also mean that there is the extra consideration of paying slightly more attention to your stats(resists), as part of that character development, during your progression towards the various boss encounters
only bosses that has actual level recommendations are the optional challenge/superbosses, where it's usually always recommended to be max level, but it's also not technically mandatory for those. Otherwise as long as you're in level range, basegame bosses being 5-6 levels above you, expansion bosses 8-10, then you're perfectly fine as far as the intended design goes for your encounter
https://cdn.discordapp.com/attachments/264918643278610432/1137093743728672839/image.png
most of my points are in Force Wave and Olexra freeze, lovely for most things but of course this guy does not freeze so I just spam of for damage.
for the rest some 6 in elemental exchange and overload for that extra damage stuff
and on the other side bit or marakovian advantage, 1 in zolhan, a few in fighting spirit and cadence and a lot in Menhir's will to catch me if I die too quickly.
I start going toe to toe and yeah I basically do very little damage while he hits me with 3 or so hits and im reaching for the potion and im already near death before I can use the next one so I just bolted.
basically I stand no chance unless I guess I run around spamming force wave from a distance....but seems weird for something that is essentially just the 3rd boss...not to mention the other 2 were pretty darn weak.
Go have a look at what aether resist components/items you can make with the blacksmith and put a silk swatch on your shoulders and maybe your torso.
Scaled hide will help with his physical damage.
this sounds, bad, no offence,
sounds like you're mixing skills that, doesn't mix... you can't really use cadence with spam forcewave, nor zolhan/markovian with forcewave
mixing dmg types, elemental, and physical also doesnt' jell well
anyways, if you want people to be better able to tell what's up (and potentially give more direct/relevant pointers)
https://www.grimtools.com/calc/
top left arrow icon, upload your save as direct, hit the share button below the arrow, post the link generated
Then start putting points into field command. Work on soldier only until you get menhirs bulwark exclusive, max field command and it's second node. Then you can finally start going on arcanist, mainly working towards maivens sphere and the first passive node at the bottom that gives you %OA. And get the cast speed passive too eventually, since forcewave scales with cast speed, not attack speed. That's just what I would suggest, as I've leveled at least 3 battlemages to 100 on hardcore. But I'm usually twinked out with stashed gear, so I understand you may want more defensive stuff too.
Alright thanks, so basically what I did with the necromancer and Oathkeeper, focus on one thing and max that out.
Gotta say, personally, kinda lame you have to play like that, its neither here or there, it is what it is, but yeah, I think, I mean you call it all over the place but when I read it just says "adds elemental damage" "adds cold damage" "adds frostburn for 3 seconds" etc etc etc, all just added damage....but it does nothing....
Well I take that back, it actually does great, against anything that ISNT a boss unit like that, even in between bosses like from totems, works great to spam force wave and the ice wave thing, it can be close but its doable, but these bosses like the Warden, its just a weird wall imo, the game does not at all sorta ermm warn or warm you up to that eventual wall, you just hit it dead on.
Like you said, what you're doing works fine, until you meet something that actually provides a challenge to those who do build optimally. I think it's great for the game to have that sort of concept. If anyone can put points anywhere and never die, the game would be braindead easy. There needs to be challenges, and where you put your points greatly affects your stats, and if you can beat anything with poor stats, what's the point really? It's not a skill based game, its a stat check type of game. But I mean, there's people who have beaten the game with no class selected at all! Crazy. So yeah, you can do fine, but you're going to die sometimes if you don't have a deep knowledge of enemies, components, gear, etc...
OFF is a unique skill, in that it's benefits only work against frozen enemies. If the enemy doesn't freeze, you don't get any of those resist reductions. So bosses with high freeze resist are going to negate that skill entirely. I love OFF. It's amazing for trash mobs, huge radius, nice damage, nice CC, huge RR. It's balanced by the fact that some enemies can't be frozen. It's really quite a beautiful system of balance in this game. I admire it greatly.
Iskandras is good too, you will always benefit from it. I'm just saying, early in the game with limited points, it might be better to put them in more important things first. And I'm only really being specific about optimizing because you're playing hardcore. The consequences of building sub optimally are enhanced so greatly in hardcore. Softcore players die and they have to walk back to where they were and continue on. Hardcore players have to make a new char lol.
I will admit, it slightly frustrates me that you chose the hardest game mode, with little knowledge of the game, and then call it lame that you have to play a certain way lol. Like, come on man... you know? Come on. You chose it.