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It didn't helped me either in the "Hog Fortress" (where bastard with whole ass cannons are showed up to the party) neither in the "last eary access dungeon", where there were two big maws and two fast-ass shrooms that beat up my ass pretty quickly not to mention that maw's puddle (full of damage) is slicing up stamina (on block) pretty fast too.
I always thought that in ARPGs like this SP must be doable for each class w/o problems (not quite remember how it was in "Diablo 2", tbh) and addtional difficulty and challenge must be optional part (especially for MP (OG "the Diablo's gang became much stronger")).
Does the game get crazy with mobs later on?
In the two latest areas of this early access you gonna have:
1) Boars wtih cannons that deals a lot of damage and there is, at least, 3 waves of them and boars with long bloody spears gonna appear along them too.
2) Shrooms that is a lot more faster than any previous enemy (as I can tell). And remember that in dungeons there is a tons of enemies at once. And if you are lone archer in SP - then good luck with crowd control.
I suggest Spread Shot to be the charged attack and the current charge attack to become an ability that does actual meaningful DPS with penetration. Venom Shot should make an AOE puddle like Maws.
Jump shot should also be a thing. Should be like a down arcing shot that makes you go backwards. (And make Bow Mastery 2 ranks, remove the attack speed and make the attack speed baseline, rank 1 charge shot, rank 2 jump attack like every other weapon)
Suggest another general skill that's like a Charged Shot that has infinite penetration, some larger width, pushback, and a good chunk of damage.
I'd also like to suggest some skills might be better off not being weapon-specific.
Pay Day, Shield Bash, stuns probably shouldn't be weapon specific. In return, because Bows have so many weapon specific skills, perhaps Bomb Trap could have an effect based on your current weapon (because knockback isn't ideal for melee), and Volley and Venom Shot could not be required to use a bow.
Or Volley becomes a general skill and is replaced with caltrops in the same radius.
I think the ideal balance for bow is that it should do like 90-95% of melee DPS based on uptime.
One thing that doesn't seemed to be mentioned is that Spread Shot is practically mandatory on a bow only character. Spread Shot massively mitigates the lack of crowd control ranged weapons have and the damage is pretty strong even against single targets.
When you have aggro, Volley can be easily be set up (at least in my experience) with lining up mobs to run toward you while charging Volley, then as they're almost in melee range, release Volley and then immediately jump and dash above the enemies.
You can get piercing at level 17 with Serated Bow.
Two major changes I would make to ranged bandit are:
- Add some form of crowd control, like a bind or slow. Could be added to Bomb Trap where targets hit will be slowed.
- Add piercing to Ranged Mastery at some level so we're not forced to use Serated Bow.
I feel a ranged only bandit is in a somewhat okay place right now and only needs to few changes to feel more in line with the other play styles.
I think the Charged Attack in particular needs to be swapped from a rapid-fire to a single piercing shot with high damage.
Edit: After some testing I just realized it was Serrated Bow that has piercing.
• I do think that Agile technique provides more than enough mobility to survive in the late game, better than blink and anything Warriors have access to. Overall I don't really struggle with staying alive in general on any class, which I think is a testament to Atlyss's systems currently. Really my only issue with archer here is that less damage equals enemies stay alive longer, and enemies staying alive longer means more chances of messing up your kiting. and not having enough range to hit enemies from the other side of the arena doesn't help, though it's understandable why they wouldn't do that
Plus, Melee bandit also has access to agile technique so might as well play that instead.
• I agree on Spread shot being mandatory currently, and I do run it in my current build, but it's very much a case of I run it because I have to and not really because I want to. It absolutely carries archer's early-mid game, but I do wish I had something to compliment Volley that I could replace it with.
• I agree 100% that multiplayer helps the class a lot. Having a tank pulling aggro and keeping enemies occupied is the best use case for Volley atm, I just wish there was a slightly safer way to set it up yourself in solo
• I think Mana is the right call for archer on paper. With warriors being all stamina and mystics being all mana, it makes sense that Bandits would split 50/50. Plus, it allows both bandit subclasses to use their less necessary resource more freely. Melee bandit can use mana for buffs, while Archer can essentially have permanently optimal mobility and charged shots (in a world where the charged shot was good). I think i'd rather keep mana as the main resource and give them a fun way to play around it than switch them to stamina.
also to be clear, the class still plays *fine*, and as SageVarq mentioned there are ways to set up volleys for good damage while kiting, I just think archer could use a little nudge to give it the same 'oomph' that other classes have.
Bandit isn't "archer", it's Bandit. Melee Bandits have zero mana issues yet using a bow makes you unable to play without a mana potion IV? I don't think it's fair.
If we want to copy other game systems and make Fighters use Rage and Bandits use Energy or something, that's fine. But the current system is not fair to Bandits at all.
yeah, in the current build you're right, it doesn't feel fair. However imo it only doesn't feel fair because bows don't feel 'designed' around mana the same way Mystics are, thanks to their mana regen passive. The basic attacks and charged shots are slightlly lacking, so you need to use your mana for both your damage output AND your utility.
the way I see it, converting bow skills to cost stamina would be the easy but safe/boring option. there are plenty of other stamina-based playstyles to work with if I want to play around stamina, I would rather bows stay mana-based but actually lean into mana and have fun/engaging ways to regen it back quickly, that way their stamina can be dedicated to survivability (perma-dodging, or blocking if you're really in a bind).
Besides that I think I'm fine with how it plays. In single player you're doing a lot of dashing around and kiting while using spread shot, bomb trap, and mist veil. Leading a group of enemies into a bomb trap and then using spread shot (especially if you use inner focus first) goes crazy. Then you just mist veil so your abilities can go back on cool down and you do it all over again.
Sure your main attack is stuck to shooting one enemy at a time but you're doing damage at range where its easier and safer to get in and out than a full melee class like the fighter can. In multiplayer, if there's one fighter, you'll be getting a lot less agro and will most likely be chasing the enemies instead. You also have a lot more mobility and escape options than the fighter does.
I also think it makes sense that the archer skills use mana over stamina. Basically, if all of the bandit's skills were stamina then you could be both close and far range with your skills all the time, as oppose to if its split, you have to choose between two play styles. If you can do both you're kind of outdoing what the fighter class whose only range option is using a two handed weapon that temporarily leaves your hands or throwing rocks.
Besides, since both the mystic and bandit both have better ways to heal themselves than the fighter does who I feel like needs to constantly spam health pots, it make sense for the bandit to have to spend more on mana pots if they wanna attack from a distance. The consumables are there for a reason after all.