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Else it absolutely doesnt matter.
Same here really.
Alright, awesome, thanks guys. :) I'm not overly concerned about the difficulties of making sure I still have level 1 and 2 heroes available, as I always keep an eye out for heroes that come prepackaged with high priority perks ('Quick Reflexes' on nearly everyone, 'On Guard' on back row characters, etc.). And I usually prefer to get - without using backer heroes I can't rename - my heroes off the stage coach with 1 or 2 quirks that I've got listed as top tier for their class. It can be a real nightmare trying to 'farm' quirks via leveling, bas reliefs, etc.
Edited because I suck at spelling.
Yeah, there really are some stand out trinkets in the CC sets. I'm not a fan of the Flagellant's set at all, but the Hellion's set is solid and the Occultist's blood pact is one of the most powerful trinkets in the game. The Man at Arm's set is particularly nice on some boss runs or in antiquarian parties. The Grave Robber's letter opener is amazing if you are using a lunge build.
Other than a handful of really stand out CC trinkets that are top tier regardless of how far you are into the game what sets CC trinkets apart is how early in the game you can go after them and it sounds like you will be opening up the CC early enough to get some real use out of even the mediocre ones. It all comes down personal preference. There is no wrong way to tackle the game so long as you come out on top in the end.
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I hear you, though it's hard to say what they could have done for him. Better death blow resist is something you can have just by using either suffer or you can almost cap with Unyielding (I think the cap is 85 or 87, right?). They did give him a better bleed chance, and making him vulnerable to bleed is actually kinda useful. Other than a trinket that increases the DOT for his bleed - which I don't know if they can do - that's pretty much a wrap for that. The only other benefit he could use is increasing his healing ability for stress or pure damage. Other things will just have to come through a variety of balance passes I expect we may see at some point - though if they left him as is, right now I'm honetlly just fine with that. I only wish I felt Exsanguinate was a superior choice to either Punish or Redeem, and that Rain of Sorrows wasn't so situational.
snip the second
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Yeah, that's always been one of my biggest issues with a lot of games since I got back into a larger world of gaming with Fallout 3 back in 2008 or whatever (previously really had only played 4 or 5 video games in my entire life (SW: Dark Forces II, the Baldur's Gate Series (no EE for me!), Half-Life 2, and Doom 3). The idea of open world gaming with no correct starting point or direction was a rough one for me to get used to.
Id change it to "+10 dodge if hp under 50%"
Yeah, that's a pretty good idea. I gave some thought to adding Hard Skinned as a good quirk to get, but there's already Suffer. It would be kinda nice if when they got to death's door, they auto cancelled currently ongoing DOT affects like blight and bleed. Most of my Flagellants I generally try for Quick Reflexes, Hard Noggin, and Unyielding.
I think overall Punish is the better skill because of its superior reach, but I will almost always run Exsanguinate along side it. Those huge bleeds with a self heal stapled onto them are amazing. Redeem is also amazing and I will almost always run that as one of my default skills on the Flagellant. Suffer is usually my 4th skill, but I will change it out for his stress heal if the party needs it. I don't run Rain of Sorrows at all and I rarely use his heal over time ability either.
Yeah, the only reason I really ever use Reclaim is for the self bleed that opens up Redeem / Exsanguinate - and it's super funny when I Reclaim and the Flagellant immediately resists his own self inflicted bleed.
LOL, no doubt. I picked up one a few in-game weeks ago and almost put his 0 level butt in the sanitarium for cheap removal before I thought, "Wait, why would I do that?!"