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Race is also pretty much meaningless from a mechanical standpoint (outside of Trolls/Orcs and Intellegence).
I noticed that about Throwing, and it seems excellent as a support skill for teammates to follow up on, but I was wondering if it scaled well with damage, to make it worth using, say, if you were taking a break and getting healed while behind cover as a melee, or something that could be focused on in a build for decent damage output. I hear it wasn't great in the original Shadowfall, but that it has potential in this one. I don't expect it'll stack up to any primary forms of damage dealing, but I'm curious to see if anyone has tried a real heavy throwing build in this version yet.
Oh, and the main reason I brought race into it, is because I'm not sure how far along in a Strength tree I could expect/hope to get with the Karma allotted in Dragonfall's campaign. Race would be more meaningless if the lack of Karma in the campaign wouldn't allow a Troll with that build to take reasonable advantage of his uncapped stats.
I tried playing a Katana-wielding Troll in a user-made story in the original, and found that I had a hard time finishing it because of the sheer number of enemies thrown at you at once at the end, with very little cover. It made me a bit wary of melee in general, though it was probably just the particular story being unbalanced against melee (or a poor build in general).
As far as how many points you get, you get about a little under 200. I found over 3 playthroughs that was not enough for full rifle/decker (1st playthrough), adept/melee specialist (2nd playthrough), but was enough for spellcaster/conjurer (3rd playthrough). So I think it's enough to max out roughly 4 trees to the human maximum, or three and most of another for a class with a higher maximum. So I would pick ~4 trees and maximize them, or 5 trees and know you're only gonna get about halfway through two of them. I found any build where I just put a few points into some 'secondary' skill, it was mostly useless and I never used it.
Thanks for the detailed reply! This is definitely some of the info I was looking for!
Any idea about the efficacy of Bleed damage? I noticed after I posted that that another site lists the weapons in the game, and there were three claws listed as in the game, with each scaling Bleed damage better with Strength.
I'm considering that the strengths of a melee character are the ability to roll movement into AP used during attacks, the ability to Bleed enemies, and the ability to lock characters down with several AP denial moves.
I'm curious if I build into massive Strength, Claws, and Throwing, if I could play a hit-and-run melee, relying on buffing, applying bleeds, and running away to cover, throwing knives from cover to pin enemies, sap their AP, and to pop them out of cover for my team to shoot between melee runs. I do worry that I'd spend too much time/AP moving away (though there'd be no AP spent on reloading) and not enough time attacking, and I'd worry about large crowds that aren't terribly grouped. Also, Bleeds don't work on mechanical targets, so there'd be that downside. I wonder if using Roundhouse Kick can apply the Bleed to all targets...
Bleeds would have to be pretty good in the long run to make them worth using, since a weapon with higher pure damage could easily outpace it across the same number of turns otherwise. It'd be nice to learn that it was more than just an increasingly useless "theme" buff used solely to differentiate claws from regular melee.
Hmmm...
I'm playing with an Ork Mage/Shammy at the moment and annoyingly I've found the totem stops me using all my mage spell slots. Is there any way to slot the Totem out?
You can always draw the enemy into a bottle neck trap that allows Eiger to tear them apart. Her 2 shots for one ap final is awesome. This go I am running another decker and I am toying around with a shaman. I told Blitz to f off so I can always use Glory. She seems to have been greatly improved in this version.
She got particularly nasty after doing her personal story fight. I opted to kill Harrow and Glory seems to have picked up the Adversary...Led to some interesting dialog post-game. Her attacks all started applying mana burn as a heavy bleed and usually did AP damage too, so she really shredded things though.
For the APEX battle I was able to leave Glory to defend the flank with no turrets active all by herself. She's very, very strong.
– That is I can't slot out the totem, but it doesn't block all other slots.
The special abilites of thrown weapons are also nothing to sneeze at. AoE attack? Got it. Pinning attack? Got it (which makes certain fights and even missions a joke). Ap drain attack? Yep. Armor piercing attack? Yep.
It's a rediciuosly useful weapon group. The only problem with it is that there is no skill to increase crit chance with it, so you're stuck with a mere 1 in 3 chance of critting for the game. Though since nothing can actually be in cover against you you'll probably see more crits than normal anyways.
edit: Just noticed the flushing thing was already noted...derp
Can the player get that ability as well, or is it something tied directly to Eiger via her storyline missions?
Eiger has special sniper abilities you don't get, sadly. Leave the sniper work to Eiger. I'm tempted to say though that the shotgun spec, given how close most of the combat is, is slightly more effective... but I went sniper and I don't have regrets there.
Melee is pretty beast mode now, since you are always at max crit chance. You're basically always flanking when in melee, so you're all good.
The previously pointless SMG is now worth investing in on your main character as well. If you're going pure guns you can probably even afford to invest in SMGs and Rifles/Shotguns for some serious combo fun. The "Flush" ability late on the SMG lets you destroy an enemy's cover bonus, then combined with Eiger or... when you have the AP, a Minigun/Assault Rifle (You don't have to invest a lot into rifles to have them viable, just enough to get full auto), is just hilarious. You don't have to move around, expose yourself out of trying to get a flank, just to get that crit chance up.
Glory destroys everything, when she hits. Have Dietrich cast aim on her and just laugh as she romps through people. So too does Dante for that matter, though he's a bit squishier, his basic attack does -AP damage, so you can stunlock the crap out of your enemies. Add to that the fact that he gets to cast spells and he's pretty combat effective.
If you don't have a decker, you will have to take Blitz, I suppose. He doesn't get the flush ability, so you'll want to bring drones. Honestly my least favourite combat character.
Bleed is mostly useless for the way I go about combat, focusing down one enemy at a time to decrease enemy firepower. I can think of like, two fights where there was a big enemy where someone bled for more than a turn. Doesn't make melee not viable though. It's very much so viable, just the bleed part of it isn't worth much.
I honestly can't think of a reason to NOT use blitz now (since he's almost as good as a pc decker and THAT'S saying something). Since nobody is really near the killing potential of pc mage/samurai I would say it's best to focus on those instead. Unless you don't like his personality I guess. I like him though (in the new missions he made me laugh a ton).
I rarely use his drone nowadays actually except as a decoy. He's a decent enough shot with flush and aim. Plus he get's free cram.....that's huge in my opinion.
On Glory....yeah, when she hits. If you play on anything but normal though she can't hit the broadside of fricking barn. It irritates me that Lucky Strike is better than her in every way.
Also, you can mix and match eiger's abilities. I went with the first two shotgun abilities and the final 2 sniper upgrades since I don't care for two ap abilities.
And yeah. I've had Glory miss two full turns. I almost always get Dietrich to buff her. Lucky Strike is cool and all but I can't be bothered to spend money on her when I have a core team... for lore reasons, really. Out of curiousity, does she ever say anything more outside of her introductions in the Wienkellar?
I have to either make a new campaign or stop playing at the moment, since my AP pool reset to two after doing Glory's loyalty quest... small bug. Made a thread about it already, hoping for a solution. Unless I can figure a way to edit the save or use the console or something to bring my AP pool back to 3, I'm going to have to restart from some ways back.
I'll probably just end up saving my melee character for a second playthrough. I don't wanna give up on Bleeds just yet, though. I'll have to see how Glory performs across the campaign, and I guess I'll use that info towards determining how I plan my melee build for the next run.
Thanks for all of the replies!