Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Lvl 1 dungeon: Speed doesn't matter!
Lvl 3 dungeon: Speed starts being relevant.
Lvl 5 dungeon: A high speed stat. is almost essential
Be careful with that, since you can get negative speed in the current build. You may find enemies going twice before a character acts if their speed is incredibly low.
Try a party of Vestals and Crusaders, and then try a bunch of Highwaymen and Grave Robbers.
Night and day.
Having at least one fast character per team with a stun or high damage can save you a lot of trouble.
I think speed needs some kinda rework honestly.
You don't know the order. You can expect characters with a high speed stat to go first and characters with a low speed stat to go last but, nothing is guaranteed.
It's been that way so long now that there isn't any doubt that they want turn order to be chaotic and somewhat unpredictable so, I wouldn't expect that to change.
There's no practical difference when you plan on that party member going last every round anyways. If I need everyone to be fast, I just wouldn't bring the arbalest. But, yeah, I prefer giving her damage buffs, and they usually come with a malus to dodge. But when it comes time to think about who gets a trinket with -speed, I defintely don't want to put it on my high speed characters because I want them to go first.
There's exceptions, of course, and that's when things get interesting.