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Astral Projection on Bone Cage with Cascade and Concentrated Effect.
On normal, still used Bone Cage but with extended effect duration so they got stuck on the wall next to me instead of landing on my face.
Made a literal spike wall on the bridges that the mobs all happily dove into and got stuck in place.
Friend got confused why i was cackling so much until I showed him the clip with the wall of mobs jumping into the spikes.
Tldr, if you encounter something that is causing problems for you, adjust your Skill Gems.
Sometimes a singular skill gem can make an abysmal experience into a hilarious breeze.
CC skills make all the difference in that map.
You don't need to change your passives for them either, all they need to do is give you a measure of control to what the mobs are doing.
As a melee, adding the crossbow freeze wall shot let's you block the bridges and deal with the jumpers, as an example.
Just gotta get creative with what tools you have access to.
Meh, whatever you want to say. It's definitely a skill and build issue. You just don't want to accept that, so you go to the tried and true default of most bads "duuuur game design duuuuuur"
They have a ridiculous amount of EHP. Is the intention that you just keep dying and fighting there until you either drop some gear or level up enough to either smash it or scrape by? Seems kind of daft to have something like that in the campaign if you're going to have a campaign. Honestly, I think that's their biggest mistake. It was Diablo 2's mistake as well. Diablo 1 didn't really have a campaign, it had a handful of quests with some vague lore. The vague lore was awesome. They should just map out their world and have you navigate around from the get go chasing some vague rumors with some repeatable quests with changing names and locations that offer the various rewards from the campaign without the worthless fluff.
You could have one main hub location, you progress at your own pace going to places you can handle, pushing content when you level up some or finally find those sweet upgrades. They overthought things and then overengineered.
I spent some time trying to improve my skill levels and gear, changing things around, and it made no difference. Then I had the idea of adding glacial strike to my skills, which is a ranged cold attack. After this change, the level became easy. I quickly killed everything at range, and made it through with no deaths. So for these two levels, I found the most effective strategy was to ignore the ice strike skills entirely. The single skill glacial strike can clear the whole Dreadnought - except the boss of course, which requires reversion to ice strike.
Definitely needs some work on it, maybe more ranged enemies that are an actual dodge-based challenge that wouldn't completely unimmerse you with a blob of meat not able to run through the map
this game is cake compared to the first, y'all spoiled :P
they even spared you reflect mobs so you can run glass cannons ♥
have you ever acknowledge any critique people might have with this game, at all?
i m just asking because i see you in this forum 24/7 day in day out whiteknighting in every single thread i have seen
I have many critiques of this game, I just don't splurge them publicly and feel like am entitled to the whole game changing for me. I like it for what it is, warts and all. ♥
It's more experience than fanboyism speaking, but I understand it's more convenient for your point to think am a fanboy. :P
Concerning being on the forums, it's nice to take a break to enjoy coffee between maps. c:
My criticisms are pointier and more informed, like specific mechanics interacting improperly, and the way it feels like it funnels us a lot more towards mf.
The problem to me isn't with criticism, it's with dishonest criticism. :P