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
cons
-molotov become obselete when you have napalm spill high level.My napalm do 2000 damage/tick while my molotov do 800 even though it scale of napalm.And late game I proc napalm constantly and hardly need to use molotov.
-Chainsaw massacre also become obselete late game as you proc tons of effect with your attack doing chainsaw stop you from attacking and do less dps than normal attack with procs.
Compared with other characters
Not scaling well with stats (like paladin)
I have 302 str and Tire Fire deal extra 765 damage ?(while a lvl 46 skill have 25% proc chance and 3525 base damage) -> base skill to clear wave and to be honest we need a lot of tire vs an average 60-80k HP wave :)
Only Chainsaw Massacre scale with str too (1530 extra damage) which is nice because at lvl39 have 2580(+1530) dps. -> this skill need a lot of condition (like no lightning enchant enemy )
(with 8,2k hp and 40% damage reduction, i'm scared to use it a lot)
Idea: damage reduction / immunity / increase range
Nothing scale with swiftness -> more aspd -> more tire
- you can achieve all swiftness from Moonshine Madness
Bear trap idea
- more level, more trap on cast (+1 trap on every 5 lvl )
- scale with stat
- buff other spells
- stack on bear trap skill and no CD!( have a cooldown which refresh stacks and can improve max stack with leveling the spell)
This is the only sustain skill of the redneck.
Skills that not worth to spend point:
- Napalm Spill - low proc chance / damage / duration (pro.: scale with moonshine molotov)
- Moonshine Molotov - low damage (360 at lvl 17 + 100 extra from lvl 23 Napalm Spill) Idea: Increase AoE range / add slow effect / add extra damage if affected with Monnshine Molotov
- Redneck Roughness - this skill really not worth a point on it
Idea: add extra stamina / add HP regen /add armor / add damage ignre chance
Summary:
Pro.:
- class designed to deal a lot of AoE damage
Con.:
- not work well vs bosses (only Pickup Raid or with a lot of bear trap before boss)
- melee character that need to hold distance (no HP regen )
I hope my comment help a lot to improve the game and sorry for my bad english.
http://i.imgur.com/5ySWGMq.png
I hate that ability & want to stay 100% melee with certain classes when proccing, or I'll vomit fuel
Please make him stationary.
PS. Lvl 98 with Divine Shield, +9K HP & +30% dmg reduction & couldn't touch him after +10 mins, even after his arms were gone :rage:
(anyone looking at this my point about the redneck being weak is obsolete now redneck is better now a days then it was way before) and could just need a few tweaks maybe)
Edit: I really enjoyed my Redneck for the first 50 levels. I'm now switching do a different character as my level 100 Redneck is basically useless, and totally reliant on gear (while scaling worse with it than any other class). Chainsaw Massacre scaling is a joke, and plain suicidal to use. Tire Fire doesn't proc anywhere NEAR often enough for what it does -- even if they were piercing, homing rockets I'm not sure the proc rate would be sufficient.
I have 2 problems with him through:
1 - Stomp doesn't list the proc chance when you mouse over the talent.
2 - Redneck Roughness is just about the most useless talent, considering maxing the + all talent gear and you're sitting at level 29. A max of 68 if you spend the whole 40 points on it. It's not gonna save your life and it's not gonna help you kill stuff faster.
Idk what to make out of redneck roughness, maybe change it so it makes you take less damage from map hazards, thunder orbs, arcane beams, etc. A +0,5% damage reduction from these armour-ignoring sources would make the skill really desirable over the current "recover more from health orbs".
but other characters have just x1 multipler.
and, he's Tire is passive percent with normal attack, then 50% more.
if he have 1750 attackspeed weapon, that's crazy damage.
Its last? no. Tire is very long range. straight all map and piercing
Hero siege need must nerf Rednek's Tire or buff other all characters.