安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
What I mean is that while it's obvious Hellion etc are far better at doing damage then the GR I feel like I'm almost never healing, unblighting, repositioning or otherwise doing anything to keep my GR active. She just lunges, picks and shadowfades about.
With Highwaymen and Hellions they are always getting smacked, bled or pushed out of place and corrective measures need to be emplyed. Now I bet some of this is just perception, but I dio think she is hit far less then the other squishy damage dealing classes.
Your perception is not wrong. In fact, the GR likely has the best avoidance of any hero. The question is how relevant that may be. Given her extreme lack of DPS, it is likely that on a cost-benefit analysis, her monumental lack of DPS likely outweighs her superior avoidance. At the moment, this problem does not become crippling except in a few DPS race-type of boss encounters. But then, in non-boss runs, basically any type of party configuration works if you are a good player.
I don't have the exact numbers at hand but is the Graverobber's lack of DPS really 'monumental'? She does something like 5-8 to start while I think the Hellion does 6-12? Yeah the top of that is considerably lower but the grave robber is usually doing like 6 or 7 damage? The Hellion is doing 8 or more likely 9. (ok 6.5 vs. 8.75 I guess). That doesn't feel huge given that the Hellion is a dedicated damage dealer far more then the GR. I think some variation is okay - I mean I think the GR deserves a break, but she need not be a total ninja assassin. I am sure there are plenty of other factors and that the difference gets worse as the heroes level but those raw numbers don't feel 'that' bad - especially with the crit chance.
You have to consider various damage adds (Quirks, gear, self-buffs - which the GR has none in terms of DPS enhancers), not just the floorline damage.
Further, a heavy AoE orientation is the most efficient DPS party configuration, and here the GR lags very badly.
Grave Robber's base damage is 4-7, on a level with most support classes. Even with Lunge she can't match the damage on the Hellion's weakest attacks (realistically the Hellion is more likely doing 6-12 + bleed or 3-6 x3, and also scales much better with damage buffs.)
The Grave Robber doesn't have any more innate dodge than the Highwayman or even the Hellion (!!!) She does have Shadow Fade to boost her dodge while still contributing, but tossing out a stun won't always be the optimal move. Putting a GR in front and running into a fight where you'd really rather have Lunge than Shadow Fade sucks, and vice versa if you stick her in back. Adjusting position is easier for her than most classes but spending multiple turns to set up an average-at-best attack or stun is always going to be painful.
The GR is nice in that you can drop her into any slot in any party and she will be able to contribute something--just not very much, ever.
I forgot to address this directly, but the Hellion has higher crit chance on her signature single target attack than the GR in practice. The Hellion gets a 10 percent crit buff from camps, and camp self-buffs really change things. (This is where the BH falls behind the Hellion, the Arbalest, and the Highwayman as well, without a Mark.)
Yeah I don't play with much AOE, my Hellions don't even have the skill - though I do use bolo, the jester's double slice and grapeshot occssionally and the Leper and crusader are always cleaving. I know it works, played around with it several months ago and found it sort of boring, so this is purely a personal choice - but I figure the game is more interesting without AOE cheese (though a Highwayman with +100% or more damage blasting down waves of foes is sometimes pretty cool). I won't disagree that the GR is not up to speed with other attack classes, but I don't think she's quite as bad as the consensus around here. I'd really like to see changes along the lines Geopope proposed, but I hope that any changes won't completely remake the class into some kind of murder ninja.
Precisely. A truly efficient DPS team will have at least 2 - and likely 3 - AoE-ers, and they will be AoE-ing things down in most situations, not single targeting.
How "bad" the GR is really is a subjective issue; but I think objectively - at least by using DPS and utility metrics combined - it is not unreasonable to say that the GR is comfortably nestled in the worst tier. I'd say only the Leper is in competition as a worse class, with even the Hound Master being better, due to the far superior utility he and his dog provide.
Edit: There is an exquisite parallel to a similarly wrong-headed discussion I found myself in a few weeks ago. One dev from another game tried to refute my view that an x class was grossly under-powered, because that class can solo entire dungeons (it's a game where the max party is 12!).
What he ignored was the fact that the same can be said of virtually any class in that game, and those other classes can do it FAR FASTER than this particular under-powered class x. The monsters were indeed that easy in that game.
The question for me is does this mean that the Monsters should be buffed along with all the classes or that the best classes should be gimped a little bit? I suspect that were AOE far less powerful (I find my game is more fun now and harder - I've actually lost people without meaning to - but I'm playing with my own odd rules against certain tactics and strategies) we'd find that the regular monsters were more challenging.
I don't know that the metric for the game to be successful should be one of perfect class balance and maximum challenge requiring optimal tactical choices to survive. I think that might be a bit overwhelming for new players and a bit boring for the few that got deep into the game, because it would constrain playstyles that were sub-optimal. I know there are players that love optimization and efficency - but I suspect they are a minority. I'd love to see a game that had heroes who were good at things and bad at things, not necessarily in equal measure, but in a way that made various tactics viable. I note that having stuns is more useful now, as are DOTs, moves and hitters that can reach multiple positions (another reason AOE is very powerful). I'm pretty happy with the way Darkest Dungeon is reaching towards its balance - and winding between being harder (as it is after Corpse & Hound) and easier (as it was after the prior patch). I'm confident that it'll turn out pretty solid.
I would hope a challenging game that requires you to play optimally with perfect class balance is the end result of all of these balance discussions. If it's done right there shouldn't be any sub-optimal playstyles. Right now, when you look at her kit at face value the Grave Robber doesn't have a playstyle aside from undewhelming dps character.
This is the crux of the problem. I prefer bumping monsters and weaker classes, rather than nerfing the stronger classes, because taking away what exists is always more painful for the players who have grown attached to a particular class or style of play. But, on the flip-side, from a dev perspective, it's easier to nerf a minority of classes than boost a majority of classes/monsters. So you almost always see the latter balancing solution in most games.
As for your point about nerfing AoE in particular; the issue isn't really AoE stacking as much as DPS stacking. Here's the fundamental design problem. In most games, a high DPS approach is well balanced between risks and rewards - or costs and benefits. Typically, a high DPS approach will enable you to finish more quickly, but it will also make you significantly more vulnerable to being wiped. So there is a balance between a DPS approach, and a non-DPS approach. But in DD, due to the stress mechanic, the balance shifts dramatically in favor of the DPS approach, because the greater risk of wipe in this game comes from stress accumulation, and not health loss. So unless you slow down stress accumulation or greatly increase ways to counteract it, you are already forced to go the DPS approach.
So the fundamental game mechanic - stress - already forces you into a monist approach.
Well, that and buffs add in straight addition which completely invalidates damage penalties that are supposed to be the reason not to use it as a one size fits all attack. AOE just exemplify that.
You can boost literally any attack to having a positive damage modifer, just in most cases this leaves most classes main attack still being the strongest. AOE on the other hand, end doing more net damage - since any damage overflow when you OHK a single target really doesn't matter.
Like for example, Poison Dart - an otherwise universally agreed bad attack in GR's kit.
It has a -90% modifier right? So, you get a buff - camping, quirk, trinket, whatever - you get 20% more damage.
Except. You're not actually getting 20% more damage in this case, your erasing part of the innate penalty for the attack, which is MUCH more than a 20% damage boost.
Instead of a not even registerable increase from the 0-1 damage because the attack is way too low to raised to a noticable degrees by an actual 20% damage increase. Instead - since you're wiping away the modifier by 20% you end up shooting from 1 damage to 4 - which is a 400% buff to the damage of the attack.
The problem only gets worse too - since ironically only the already hard hitting heroes are the ones with huge self-buffs, making it an mad dash to just kinda slosh all the damage unto the person with the biggest AOE and reaping the benefits.
All because buffs are cumalitive instead of multiplicative in nature. This would quickly curb the crazy damage ramping on mutlitarget skills since you wouldn't ever be able to reach that default base damage state on tacks with negative modifiers.
Let's take Arbalest now - you buff her up Restring Bow and have a Wrathful Bandana on her.
Man, Sniper Shot sure is packing a punch now already! You fire bolas, huh, that's weird it's doing the same damage as Sniper Shot before I camped but to two people.
Then you end up with ridiculous cases where you - throw on another +20 Damage trinket and decide to go in a party of Arb/Occ/BH/MAA.
Wrathful Bandana and Legendary Bracer having already brought Suppressing up to Arbalest base damage.
You camp.
You use Restring Bow +20 DMG and +5% Crit.
You have Occultist cast Dark Strength +20 DMG.
MAA cast Instruction giving her another +20 DMG
All-in-all the transaction nets you +100%
This is where the difference would come in - and to illustrate, let's say the base damage for Arbalest is a straight easy 10. She scores 10 on Sniper shot all day, everyday. Suppressing Fire on the other hand hits 3 people for 2 damage each. This is great, because SF is netting less damage, ensuring you want to continue to use SS.
However, due to buffs, SS is now hitting for a solid 20, doing indeed 200% of its original damage.
In a system where buffs weren't added cumatively Suppressing Fire would see a pleasant increase as well - doing 200% of the attack's damage. Which would be 4 in this case. This allows both skills to coexist happily - your single target attack generally being preferred.
Yet - in the current system that -80% modifier SF started with is gone and even replaced by being 20% higher than the base damage. So - instead of jumping from 2 to 4 it jumps from 2 to 12. Damage against each target it hits being effectively 600% higher that the attack originally could do. This especially becomes problematic - because suddenly the AOE exceeds DPS of your single target attack.
So, yes, Stress encourages DPS stacking - but ultimately the way the current system is really the problem for why AOEs and damage scaling in general are completely broken. I even have a screenshot off steam (couldn't figure out steam screenshots on mac) of an Occultist using Weakening Curse for the exact same (sometimes higher) damage than an unbuffed Man-At-Arms using Crush and that just shouldn't be possible.
Anyhow - I know a lot of balance talks grind to a halt when people mention numbers, but it seems like a problem that everyone chooses to ignore.