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Anytime I felt like I hit a wall, restatting into a bit more vit fixed the issue. Currently at 100 health and hardly feel i need more for current content
Idk about the other two classes yet will try them when my mystics capped
You will very often miss your target and be unable to capitalise on the multiple slashes upon landing.
Fundamentally disagree on Mist Veil, the stealth effect lasting much longer is better and more fitting for the whole class design. The bow skills do feel pretty lackluster though, the best bow skill is the one you can learn from a skill scroll for AoE burst.
You also kinda have to think about it from an MMO standpoint, since this is what this game will be. The longer you spend doing nothing, the less impactful you ultimately are as a team player. Stealth will always be useful as a de-aggroing tool, but its healing aspect is neutered if a Mystic brings along Divine or Restora, meaning you'll constantly be cutting your stealth short.
If you were instead rewarded for cutting it short so it never feels as if it's a waste, it'll fit in much better. Duration could be a bonus from elsewhere, but not from simple rank increases. It's currently the only Bandit skill I use that feels underwhelming, so much so that most of the time when I use it for healing, I tab out and check Discord or something while watching the enemies meander around. That sort of sitting around should never be a norm if you ask me.
Sword & Board I've yet to really do much with in current release; in the itch.io demo though, it worked very well for me going 1:1 STR/DEX split since its high attack speed pairs very nicely with high critical rate.
if anything though, I've mostly been struggling with the Rageboars and simply entering and attuning with the Crescent Keep in general, both with 2:1 STR/VIT heavy Fighter and on 1:1 bell Mystic, the main issue being that for *being the same level or lower compared to me, they sure do a lot of damage and have next to no stun time on parry, even with max Bulwark*
I guess I should invest more in moves that stun enemies without needing to parry since mass hordes of ridiculously dangerous enemies refusing to synchronize their attacks for me that crit for more than 60% of my HP *through nearly 50 defense, through 150+ HP* can't be dealt with by anything other than spamming crowd control and running away until the cows come home.
This probably wouldn't be anywhere near as much of an issue if core stats could still contribute to DEF and Magic DEF, but they got rid of that (without giving any of the lost DEF back as far as I can tell) and still let the higher-level enemies have a ~30% crit chance with no competing stats to tone it down.
I frequently use it not for healing, but to let the warrior aggro everything into a nice convenient line for a Payday chain stun.
I feel like the only benefit you could give Mist Veil without making it objectively way too powerful would be to refund cooldown based on the remaining seconds of duration if you break stealth with an attack.
While the skill CDs I do understand, ironically, the only skill you'll seriously be waiting on with that long duration IS Mist Veil, maybe Recovery if you're playing it safe. Stamina replenishes in as little as three seconds, and as a Bandit you don't tend to use much Mana with their traditional weapons. Only Scepters and Bells use mana on charge, and your skills aren't ever spammed to the point of being a serious problem of mana management.
I was skeptical about Katars considering when I started, friends were playing ranged and just running around and nuking things, then I got more into bandit and realized just how obscene their damage can get. Like, starting with katar power attack, into pay day stun into killer jab into power attack was overkill for pretty much every mob that didn't have an affix, even golems, while also being an AoE. For bosses it also worked with just slapping in Mist Veil right after to repeat the process with the power attack being used from stealth.
The bow is only redeemed with the Serrated bow, allowing it to hit multiple targets at the same time and Spread Shot being very good at the starting levels though venom shot being kind of weak as a single-target only ability and volley having the problem of small stationary ground targeting, it's still primarily a chip damage weapon.
Mystic is surprisingly better off being the group babysitter with tools like Restora and Divine, though that can burn through MP very fast even when nearing 200 of it if you or the group isn't careful but getting most of it back is about as fast as it normally would be for someone to run away to get the basic self heal going.
Fighters just become broken at the end. While the start they are powerhouses with no shortage of strong abilities they end up incredibly reliant on potions or a mystic for healing but once they get high enough for a massively extended parry window (and slightly longer parry stun) they pretty much become gods if you use the block button.