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Her passive is possible the worst in the entire game. Not because what it does is bad but because it's just straight not fun. If everyone had to deal with perfect recharges and OMD was a hardcore game where everything being very hard and not easy to deal with then it would make sense, but that is not what OMD is and any feature that doesn't adds to a game, detracts from it. I don't think you will find anyone saying good things about the perfect recharge so this 100% needs to go. Just give her the 20 shots and give her a different passive. At bare minimum until you actually work something out gives us a small QoL with her. Let us left click during the reload to do the recharge instead of pressing R. I've lost count of how many times I just tried to click to do the perfect reload only to get frustated that it doesn't works like that and I know for a fact that some other people do the same and get just as frustated, so for a quick patch, do that please and later remove this whole thing entirely and give her a decent passive.
For active we start with the wand attack. Damage is decent on headshots, leaves a lot to be desired otherwise. The thread to reduce the number of shots to 1 (2 with perfect reload) is run ending in how bad it is just for a 5x damage. Base number of shots is also low, it's ok with perfect reload but I already spoke enough about perfect reload. Overall, as long as perfect reload is in effect, this is perfectly servicable.
Her secondary, the trap blast is just not good, I'd even go as far as saying borderline useless. Players don't need all traps in a large radius to go off because 90% of the traps hit by that are going to work and hit absolutly nothing thus getting put on cooldown. The only case where there is any utility is by giving it the damage thread but even then it still is only useful when you use the ultimate to 5 times that. Instead this needs to be reworked to instead make all traps in the radius be off cooldown, that way we simply reset the traps and they can be used again when there is an actual target over them. Granted, this is still not amazing, but it's far more useful and won't potentially break a portion of the kill box but puting everything on cooldown.
Her abillity is pretty good. The orbs do good damage, they can be pre-emptively used near the rift to hit fliers and with the ultimate they are murderous on anything. If you need a boss killed, she nukes them down especially if there is a Kalos on the team also using his ultimate and doubling (possibly tripling with a talent) your damage.
The ultimate is also amazing, 4 mirrors, using the abillity to nuke bosses or to simply kill things even with basic attacks is just amazing. I like to nuke bosses, target fire ogres or even run after money bags. Nothing to complain here.
Her passive is Henry. Henry is a dragon, Henry is cute and pettable. What Henry is, is very good sadly. His base damage is alright even if his rate of fire is low. Still what makes him bad is not his DPS but rather his extremely short range. For Henry to be good he needs to have his range doubled at least, preferably trippled. This is because Harlow has virtually no good way of putting a little bit of damage down range so Henry could be that very much needed support but unfortunatly, he just isn't. He is as much of a shotgun as she is.
Speaking of shotguns, her primary is just a very, very bad shotgun. In OMD 3 I loved the shotgun, the damage was not great but it wasn't aweful and the flamethrower secondary was pretty good but here, the shotgun is aweful, scatter is way too harsh, damage per pellet is way too low. She can't go for headshots so she can't really have such a bad damage on a per shot with a slow rate of fire and only 8 shots in the tube. She needs a massive damage boost to make this a viable weapon and when I say massive, i don't know if tripple is enough. Testing would be needed but what is a fact is, the damage on her shotgun is probably the worst there is and to call her a ranged character is virtually a joke with that kind of scatter.
Her secondary on the other hand is pretty nice. DPS isn't super good but itdefinitely adds up. An AoE dot while the enemy is in the area is definitly a welcome addition to throw into the middle of the killbox when there is a large pack of enemies. Less useful against fliers or kobods but I still like it. It's not great, but it's not bad either and it's pretty fun.
Her abillity is borderline useless. Without any threads it is 100% useless. You are never going to need to push away small enemies, they are no threat to begin with. On top of that the delay to cast ios insanely bad, it has to be instant to even have a remote chance of being useful and even though it needs several threads to affect the big targets and get some extremely situational usefulness, it is still limited to 2 shots which in most cases is not going to be enough anyway. Useless without significant thread investment, borderline useless after investment and the delay to cast probably still pushes it down to useless even with the investment. Raise the uses to 5, remove the cast delay and make it work on everything by default. That is the bare minimum for it to be an ok ability.
The ultimate is cool, making Henry big and fire faster is cool, damage is still the same but has AoE now and better range. Problem is, he misses a lot. The shot has slow speed and has an arc which in so many case just hitts the ceiling and does nothing. It's just plain bad. Damage needs to be doubled at least, shots need not to have an arc, projectile also needs to move a lot faster so it won't miss targets. Doing this should make it good be as it is, it's just bad.
For the passive we have a damage increase per successive headshot. I'm not going to lie, this is pretty bad as it requires perfect hits all the time and much as with Wren, OMD is not the kind of game that demands perfection. His passive should have been a headshot damage boost, no ifs, no buts. Just straight up deals more damage on headshots and a significant boost at that. Also the damage boost he gets per headshot isn't that high either making this passive extremely bad.
For his primary it's a ranged and the damage is actually bad, Wren has a better primary than his basic attack even on headshots which goes to show how bad his primary is. Granted he is supposed to snipe using the secondary in combination but it's still pretty bad. Before we get into that I'll have to mention this. His ranged attack is slow moving, not extremely slow but slow enough that targets not moving straight at the player are extremely hard to hit. His shots should always be hitscan.
His secondary is a zoom that also removes all recoil giving him perfect accuracy and it also increases the headshot damage significantly. So far it looks good but we have several problems. I already mentioned the problem of managing to hit the head shots which is not going to help at all especially considering the fire rate drop so his DPS is abismal. On top of that the zoom is fixed and is big which makes this very hard to use, borderline impossible in fact, at close range. This needs to be changed substancially. First we need to be able to adjust zoom with the scroll wheel. It's not a problem with scrolling traps because you are holding the right mouse button as a modifier so the game can identify that you are not changing your hands but rather changing the zoom. Second we need to make sniper base damage triple by default regardless where it hits. You are losing rate of fire, there needs to be compensation for that and then we further increase the damage for headshots to make him a decent pick to kill bosses and big tough targets since he will always be bad at small targets.
His abillity is also absolutly terrible, borderline useless as it is. It just suspends enemies for a short duration much like the suspensi trap. Honestely this can only buy a couple seconds if enemies are about to enter the rift. It's so bad I don't know what so say. Here we need a different grenade. Make it stun and make it actually last longer. He's a sniper so a stun to make them completly static so he can hit their heads easily is what makes the most sense, add a buff to that to increase damage taken for 10 seconds, make the stun maybe 5 seconds and that is good enough.
His ultimate is kinda bad. The problem with his ultimate is that you don't control what gets scanned and that ultimately, it's putting more skill in what is a skill demanding character when it is already the obvious worst character in the game. Here's a much more funny suggestion. Make his ultimate called Ricochet which means whenever he lands a headshot, it ricochets to a nearby enemy's head with a thread to make it go one extra ricochet and possibly a cursed thread that makes non head shots deal no damage but if you headshot it does 2 additional ricochets. Make the buff last a very long time, 30 seconds at least but I'd aim for 45 or even 60.
Lets start with the trap. You place down a healing bush, it has 3 healing charges which once Kalos passive tree is upgraded, it heals full HP. It's extremely good. Now if you are playing Kalos yourself, your use for it is in fact rather limited as Kalos is an exceptional tank and if you play even mildly well, you will not need it however if you are playing with any other players at all, this is an extremely welcome trap.
Then we go over his passive and his passive is very big shield of 1K, this gets upgraded to 2K and then gets upgraded to 4K with a thread and you can even lose a bit of HP to give shield to the party. What is so good about shield you ask? Shield is not HP, it recovers fast so long as you don't take damage for a while and again, the pool is very big so it's a massive boost. Kalos is virtually unkillable once he gets going and he gets going fast.
Then we have the primary. So remember when I said he's nearly perfect. This is what makes him not be perfect, he's melee and melee has an unfortunate downside to not let you attack in place, it forcibly moves you forwards when you attack so you need to learn to account for that. However when you hit the enemy it microstuns them which means that in addition to him already being nearly immortal, so long as he is hitting, nothing is hitting back which is brutal. If he was ranged no one would ever want to play any other character.
Then we have his secondary. It's a jump and deal damage on the landing but no one cares about that because you can target it well. This is not in fact a a damage abillity, it is a mobility skill that lets you get to where you need to be fast, even better than sophie because sopjie need to go up stairs, you just jump wherever you want to go and as a melee character and a tank that doesn't goes down, you need to be where you are needed the most fast.
Going over his abillity he puts down a decoy that attracts enemies and explodes when it takes enough damage (with a thread). If this only looks ok then you are wrong. The HP on the decoy is massive, it can take quite a pounding so it distracts enemies for a while and on top of that it also lasts for a long time. If a killbox for whatever reason isn't sufficiently defended but you need to help somewhere, you can place this and be sure that you will likely be back before anything major happens.
Last we have his ultimate It creates an AoE in the ground that heals everyone and doubles their damage, triple with a talent. This is massive whether for boss killing, last stand or just to provide healing if your bush wasn't enough. This ultimated when combined with either Wren ultimate + the orbs or max ultimate becomes absolutely insane.
So yes, Kalos is the defacto best character hands down and this isn't because he is OP, it's because everything is just not good enough and everyone has several things in their kit that is bad where everything about Kalos was well designed. An before you ask. No I'm not a Kalos main, I hate melee so I don't play him, but I loath to play without him on my team.
Her passive is leeching life from crits which for a melee character is nice and very much needed, but ultimately relying on crits for healing is not really going to cut it to stay alive in melee. Ideally you want this to be applied to any attack and then just adjust how much she heals per hit so she isn't unkillable but at least has some staying power. She should also be able to leech from throwing her knives so that in a bad situation she can pull back and heal a little from that.
Her primary is a fast melee attack with decent damage. Nothing to say here other than it's melee so you will get hit in order to hit back which is always a downside. Also the forwards movement I guess.
Her secondary was so close to being good. She throws her kives, it deals ok damage and that's it. It needed nothing more if the cooldown racharged it fully but it only recharges 1 of the 8 knives and that makes it pretty bad. She definitely needs to get full knife recharge on cooldown even if we increase the cooldown but by no more than double.
The abillity makes her move very fast, become invulnerable to damage (though she cannot attack too) and an explosion on her pathing. Mobility is king for melee characters so I can't complain about it but if I would change anything here it would be the abillity to end the abillity earlier so you don't have to be unable to attack any longer than necessary.
Last we get the ultimate, Mr. Bartholomew. I love puns and I love summons so I already like him but in reality, much like Henry, he's not good. His damage is not impressive, his HP is alright and he can work as a distraction. He is extremely annoying because he talks too much. I just don't see a usefulness for him. Even Kalos abillity to put down the totem as a decoy is so much more useful than bartholomew and this comes from someone who almost always plays summoners in ARPGs whenever possible. I'm not sure how to make him more useful other than give him a ranged attack and make him stasy somewhere but that would just make him less cool Henry. So while he needs a lot of love to be useful, ultimately I can't come up with an idea to make him better as of right now.
His passive is a double jump and though it isn't an amazing passive, double jump is pretty useful for mobility so at the end of the day I can't really complain here, it's perfectly servicable.
For his weapon he has a crossbow, no surprise there. Better ammo than Vaan, less rate of fire but higher base damage. Ultimately both crossbows are very comparable. If I had to put a small advantage on Max crossbow is that he has perfect accuracy on the first shot (by first shot read the first shot when his recoil is fully reset, not the first in his mag). Thus if Vaan crossbow is pretty decent, so is max though I'd have loved a bit more DPS on the crossbows overall.
His secondary his a stun and stuns are always very useful, they stop abillities, stop enemies and it's a combo point. Cooldown isn't too bad either so it's pretty decent. If I could wish for more I'd say make the stun 3 seconds but other than that, it's good.
His abillity is also decent if slightly unpredictable. The grenade spam does ok damage, it will launch enemies which is often bad but it's also a matter of knowing when you can and can't use it. The only downside is how the grenades don't go straight where you aim making it sometimes necessary to fire them point blank. Still it is a good abillity especially with the threads it has.
Last we have his ultimate. I have said it many times I don't like melee but that doesn't means melee is bad and his ultimate is absolutly murderous. Big life regen, huge amounts of damage per hit, secondary also stuns. It completly wrecks anything in front of it including bosses and if Kalos is droping his ultimate on you it's just disgusting how much damage and how much regeneration you have. Completely disgusting and I love it.
TL;DR - OP dislikes pretty much everything in this game sans Kalos but somehow still completed it.
I don't dislike everything, there are only 3 characters I actually dislike but all characters should be brought up to Kalos level in having a 100% useful kit.
OP says there’s a few flaws and then proceeds to write a 7 post dissertation that meticulously over analyzes every character ability in the game with dramatic flair and little substance.
For example, read the comment about Mac’s elevator trap and then remember to yourself there’s entire threads that increase damage while airborne.
I enjoy all the characters, think they’re fine for the most part and don’t require any major changes. A tweak here or there sure, but nothing crazy.
More power to you if you enjoy things as they are. I find that there are some balancing issues and most people I've talked with generally agree with me too.
You call it over analyzing but realistically speaking if you don't analyze everything you can't provide valuable feedback to the Devs. Ultimately this is the whole point. The Devs have been making the game better with each patch and listening to the community. Why would I want to help them with some positice criticism so they can make what is already a good game become even better?
Edit: Let me go one further on the Mac trap. Did you know that by default launched enemies already take 100% extra damage (from warmages I believe)? That's not counting the threads or passive tree. That's just the launched debuff. It still makes Mac trap extremely bad. Even with all those buffs it's a bad trap. What makes a good trap is whether it deals loads of damage or whether it is going to synergise with your other traps to make your kill box stronger (some exceptions can be made for support traps like Kalos but it's to be evaluated on a case by case basis). An orc steps on Macs traps and then what? He gets back up and resumes his walk, all you did was delay a single orc. Even if it was an ogre or a troll. You delayed a single enemy for a few seconds without actually having done anything that helps you win. Sure you can shot him but generally speaking your kill box is you major killing power. The player only needs to target fliers (depending on how well your traps can defend against them on a specific map), kobods (if you don't just jump ionto your kill box and let them die chasing you) or bosses. You being able to directly is attack is meant for specific circunstances, it's not the primary defense power.
Mac's elevator trap is meant to be used as a sniper nest.
What was written isn't feedback; it's a critique. They're different things. If you want to provide feedback that a dev can use to make the game better, it's best to learn the difference between them and then re-post for clarity.
Was gonna say but he apparently doesn't even understands something that simple nor does he seems to understand that what I am saying is not speaking bad about the game but rather pointing out some points that could be improved. There is always people like that unfortunatly.