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Yeah ranger pawns only need instant reset as dagger skill, you dont want them to do anything else with their daggers.
Someting funny to do with a ranger pawn also is to give them a GDF rusted longbow and corkscrew arrow (spiral arrow + skill ring) as their only longbow skill.
That rusted corkscrew combo sounds insane, would be funny to see some slow motion action. Usually handled that myself, but now that the pawn is shooting, well...
I'd like to hear about it because, naturally, no one wants to waste 2 augment slots if they don't really have to.
I suppose that the pawn behaviour calculations do take augments into account in some way, but just how substantial or inconsequential is it?
You put specific claim about Augments influence under scrutiny.
Give the Pawn no Augments, or other Augments and see how it performs against the control enemy group. You observe which skills the Pawn prefers, how often and so on.
Then give the Pawn few claimed augments and see if there's any change, eventually use elixirs to check this with different inclinations.
There used to be various claims about Augments, like they can encourage the skill use, "bravery" or jump attacks. Never saw any of that woking or anyone presenting a compelling evidence, like video evidence, that it does.
Well, if the difference is that hard to spot it shouldn't matter anyway.
I might just do a similar experiment to yours sometime.
Hopefully in DD2 I won't be forced to make them chug elixirs, and they'll be better at imitating the player's gameplay style.
If not then I just hope they give us more control over the way a pawn acts other than elixirs/chairs and commands, it's too easy to train bad habits.
- at least few tests per each Augment setup
- vocation well established not suddenly changed
- always on the same enemies that Pawn knows well
- never at the Bitterblack Isle. Isle is "corrupting" Pawns.
- and don't stand still and watch as this affects Pawn behavior.
Those are conditions I used to neglect, but then, after I have made some bogus claims, I have sworn to use ;)
But also their training. When my pawn were untrained, I had issues like this.
Now, I don't. If I make her a Ranger or Strider, she's constantly bullseyeing just about everything, if her Inclination is set to something aggressive i.e. Scather, Mitigator or Challenger.
Pawns never use blast arrows with special skills and only use special arrows in specific conditions (once a week when you're lucky)....
So no... They dont "have the fastest kill time in the game" :o
When they finally equip them the ranger solos hard mode daimon, he is basically stunlocked the entire fight and doesn't need any real help. If you give them a vim it might go even better as it only ran out of breathe once toward the end.
Strider dont need blast arrow + dont have to depend on RNG Daimon cast possession. And they excellent in both melee and range
It's the player's fault if they can't do something as simple as getting 100% possession resistance.
The possession spell is for triggering Ranger pawn to start using blast arrow. Literally on that nihil0.0 video
Generally, the premise of the video falls apart as the... whatever happens to hired pawns does the job, not all this meticulosly planned build ;)