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Also Dark Fire Orb ability doesn't work on Cusith(and the cast time for it is WAY too long).
And the Piercing Light Bow ability doesn't seem to work period.
Shame too, I really wanted to use a scythe for my mage character so I can use the final scythe ability.
When I was attempting the Heroic Forgotten Gaian, I found that it took about a third of Ione's healthbar at once and killed all the reinforcements that had spawned upto that point.
Using that as a point of reference, I decided to use it on Heroic Cusith to see how much health it had compared to her... spoiler, that boss has a stupid amount of health for a timed fight(it took off maybe 10% of Heroic Cusith's health, if that).
Also, I've heard that her heroic fight has a gimic, like rising water or something. So like Cusith, it's also a timed fight.
I'm not kidding with that thing about the Slimes either. I wish the Dark Knight spawned Shade Knights instead, because Slimes are such BS. Can't block them, and getting past them basically never works with the weird hitbox that they have. And they just have so much health that they can't be dealt with effectively before they reach you, oh and they instantly max out poison the moment they touch you. I actually find the Dark Knight a cool fight, with my only gripe being the damn Slimes.
Don't get me wrong I love this game, the story, the combat, the visuals, the music, the lore, NG+ actually changing some of the level design and the fear mechanic (did a no contract run to see what would change if I finished the game with no fear, I was not disappointed (it was glitchy as hell with endless respawning everytime I reentered the final room) because lore wise it makes so much sense) are well made but its got so many rough edges that need to be polished and questionable design choices that just seems to cheapen the difficulty and in order to extend playtime.
It seems damage wise mage classes don't do as well in general, I like the mage combat a lot but I've noticed that dealing with multiple enemies is a problem. It's difficult for you to hit multiple targets at once since multihit hit spells have too long of a cast time or short range (if Theurgist worked it wouldn't be an issue but that's not the case, spellblade has nice damage but its short range, slow swing speed and lack of weapon abilities make it a bad weapon for hitting multiple targets). I think a better way to rebalance it would be to shorten the cast time for the one orb dark cast (so our shield ram is easier to pull off) and replace the one electric orb attack to an instant cast one that can hit an enemy for each tick of damage (you know instead of standing still until you get all 3 damage ticks you can do a quick bit of damage on up to 3 targets and finish em off with your standard tome attacks).
We'll see what this week's patch will turn out like, hopefully a few heroic nerfs, bug fixes and maybe they can make the Aerial Mastery talent buff actually work with the tome attack (I mean the lack of damage makes it harder to stagger enemies since poise is tied to damage I've noticed)