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You can't expect the solution to Dopplegangers to be an optional choice that permanently affects your build.
All perfectly viable solutions. Not all builds are meant to have THE SAME solution for every challenge.
OP's point, however, was entirely predicated on the implication that "doppleganger is immune to all forms of dps". That's simply false.
However, there still exist builds, oddly enough, that use neither stealth nor psionics. Those builds usually engage a fight in a map, reliably kill everything, until a caster pops in from the fog of war and immediately casts Bilocation
That build is then forced to reload, as it has lost the fight in an instant
I suppose those builds might want to stack damage resistance more (ex: start risky areas with Aegis, and pop a Morphine when Dopplegangers appear)
Being literally unable to act for a turn or two is as much of a "fight lost in an instant'.
Arguably, Dopplegangers are less on an issue: you can run away from them. You can't run away from being stunned.
The only consistent rule I can think of for having the advantage against them is pretty much something thats already been said here.... Win initiative and have a build that is good at clearing or fearing full rooms of people in a single turn (Like a spec ops+commando SMG build, for instance. Or a metathermics build. Or both in one.)
Doppleganger ignore all your armor and energy shields. They can kill you in 2-3 turns no matter what gear you're wearing
So I still don't really see why bilocation is somehow more troublesome in general.
Given it dodge or armor doesn't factor into the doppleganger's dps, I disagree. Having high resolve may be an issue in the game's current state as builds diverge farther from Psi-only or Heavy-Psi orientated builds that focus on having more Will. This is exemplified by the fact you can take low-will builds augmented with 1-2 schools that provide utilities to your main mode of dps.
So, I would argue that the amount of builds that actually do have high resolve has went down.
The fact that there is no real way to mitigate this form of dps - outside of resolve - from an NPC is ridiculous on its own. I can build reserve multiple armors for different dps types, create head armor that resist flashbangs, turn myself on fire through Metathermics to mitigate environmental dmg/remove elemental snares, etc.
But for Dopplegangers? Usually the scenario for both my juggernaut and my stealth sniper + temporal manip guys are:
- Run away,
- put up a forcefield (if my char even has that),
- waste consumable buffs while running away,
- run out of the map because the dopplegangers last 4 turns and don't dissipate if I kill the original psionic who summoned them,
- if more thought control psykers exist on the map, rinse and repeat.
Outside of fully min-maxing builds and metagaming all maps, its more annoying to deal with than challenging. There is very little reason for players to not have more ways to at least stun the doppleganger with Stasis or Cryostasis. Or, as I suggested in the original post, use the Juice to actually interact with the dopplegangers, as precedent has been set with Magnar.
But perhaps there could be another medicine that helps characters strengthen their resolve, sure.
Yes, you can't easily mitigate dps from dopplegangers. But you can simply run away. That's an obvious counter-play.
While when you get stunned, you are most likely dead unless you are running a build that actively relies on face-tanking (rather than any form of CC, evasion or kiting).
Agreed.
>simply run away.
Again, I already stated how this makes the game completely non-interactive.
"Oh you ran away from the map because the dopplegangers made you waste all your resources, here, have more dopplegangers as soon as you re-enter the map."
It's a non-interactive game mechanic and what you fundamentally ignore is this: neural overlord... only works to hamper dopplegangers... if you have invested points in Thought Control.
Let's take for example Death Stalkers. Bear traps are easily affordable for all character builds. Sound can attract an entire room of them to a killzone room. Builds with Exotermic Aura can mitigate Death Stalker healing.
Or Lurkers (discounting the ones at the back that are Thought Control), Ironheads, Psionic Crabs, etc.There are a number of ways any build can take advantage of the game's crafting mechanics, psionics, etc. (even without much point investment) to counteract a foe and eventually, put their HP to 0. Nearly all enemy types conform to these rules. If they cannot be ensared, they may be stunned or feared. If they resist a lot of mechanical dmg, they might have lower resistences against Plasma type effects / dps.
The list goes on for the number of viable options to tackle an enemy type. That is what is engaging about the game.
Compared to that, Dopplegangers are like borderline unstoppable obstacles that don't conform to the rules other enemies seem to abide by (e.g., having actual ways to interact with them outside of running).
That said I don't think they're that much of a problem. They're really strong against some builds but that's okay. No build should be invincible vs everything.
You can't "interact" with many other debuffs as well. If anything, dopplegangers are actually pretty interactive for a debuff/attack. Compare them to a stun, for example, where you can literally do NOTHING once it lands (unless you have one very specific feat).
The op may have been off on most of the details, but they are annoying.