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"Weapons dont feel different from each other" is a very difficult problem to address in a game that doesnt have fancy graphics. I think one thing this game is missing (to my knowledge) is a differentiation in reach -so a polearm could do a melee attack before a sword before a dagger- but that often leads to a balance issue in itself, usually resolved by putting in weapon speed delays. Both are doable in a game like this, maybe the devs just havent gotten around to it, or maybe they spent a long time looking at games like this (none of them solve it perfectly, ever) and just decided it was easier to make everything the same and leave it at that.
They kind of are given that some races are weak or resilient towards certain weapon types, but in the end I suppose the only real difference is the types of Legendary effects.
Orpheus & Erudyce sure, but not Herx. Not sure if you know this but you can get rather strong buffs against him if you find the correct secret exit in Jungle, Labyrinth and Ruins then take the orbs from the secret levels to use when you're in Herx's lair.
It's also possible for you to find rings of magic resistance, they're usually overlooked because of it being a "+1" but it can make you rather tough against magic especially with racial bonuses. Sometimes you may even get a rare Incubus spawn with a Mirror Shield or find yourself a Magic Steel Shield which gives an another +1 magic resistance.
From my experience most skills don't have to be maxxed out because they can take bonuses from stat points, so in some if not most cases you just have to be high enough level or pick a class based on starting stats for a head start.
Also if a class doesn't have any points in a skill when you start the game then it's usually not worth leveling it up as it'd take very long and you'd be at a disadvantage imo.
Thrown weapons are a good in-between for range and damage. With a high enough range skill, they get some ludicrous damage multipliers. Especially if you can get enough blank scrolls and feathers to make a +20 pair of dexterity gloves. Bows can do fine; hunting arrows do +50% more damage to almost any enemy, and they also slow and deal poison. Very useful for Cockatrices, but useful on nearly anything else too.
I've beaten the game without ever using melee on the Hunter class; there's a Steam achievement for that.
Speaking of the Hunter: that DLC class gets a couple things that really make range shine: a boomerang that never breaks, and a blindfold to see enemies through walls. (I'm not sure it counts though; DLC shouldn't be fixing issues that the developers created... but it's still fun, so.)
You're not wrong. The most I notice is, being a class that gets a mace for the skeletons in the Mines. Otherwise I'm not too concerned. The Legend effects are nice, but they come way later than they should be. Especially if you diversify your combat options or aren't a melee class.
A mass-purchasable kind of shield, a guaranteed-spawn pair of gauntlets and a reliably-found ring can stack up to give you ~87% magic resistance. If you know where to look, nearly all your runs will set you up with these items. And that's if you don't pick a magic-resistant race.
Sadly, the devs did nerf movement speed a little, so dodging those magic attacks aren't nearly as viable. They also messed with mouse sensitivity in a weird way from... a few major patches ago: FPS hitches tend to flick the camera and disorient you.
True... most skills don't level up organically. And the ones that can, often require you to be the right class to get that headstart. Thankfully, all the Legend skills still encourage you to continue using them; their perks are just too good to diversify, once you unlock them.
Hear, hear! I really would love an endless mode. I simply would.
I remember the old way of training block. You had to scrounge up every cursed shield you could rip from the Mines' skeletons, then zone out behind your hotbar of shields. You'd let a rat scratch your shields, which often went from Worn to Broken in 2 hits. Organic use of the skill (trading blows with enemies, tanking, "parrying") didn't give you an XP chance boost.
Now the rules are flipped; any class (if they can take the blows) should now be able to hit Legend, by triple-block-attacking against an average of 125 enemies. They also won't break 50 shields on the way there... maybe break 10 of them instead.
Totally fair. I love Barony too, but there's a reason the achievement % is so low: the game is just absurdly hard, and you have to figure out all this crap to beat it. And even then, I've never beaten the final bosses without having turrets or cockatrices to do it for me.
It shows they can make weapons with different attack ranges though since the whip can hit from pretty far away
The difficulty of the game for me in the beginning was hard for sure, but once you know how to extend the time of your runs and grab the good items, it becomes laughably easy. It's so easy to get really high magic resist as a melee, and then just face-tank the boss and kill it in 10 seconds, and if you're dedicated on clearing floors you'll probably be close to level 100 by the time you hit the last boss, have tons of potions or spells, and plenty of artifacts that might even be enchanted multiple times, making it even easier. Sometimes I will literally kill everyone in hamlet, including the merchants, because I'm that strong, and if I happen to get a mirror shield? Yeah I'm definitely killing the merchants at that point if I don't need anything from them.
So I'm sure even your bow is going to end up doing some pretty solid damage, or if you're playing punisher/hunter, your whip/boomerang, and on top of that you're going to be very fast and tanky, but personally I always love playing melee/hybrid magic+melee classes so only in rare cases do I actually bother using ranged weapons.
As for melee weapons being not too diverse, I think it comes down to the legend effect and the artifact weapon of it's class. Artifact mace boosts mana regen, great for casters. Sword smites undead/demons and causes a fire dot. Polearm pierces armor. Bow is random special arrows. Axe causes a slow. More often than not though I tend to go for the consistent artifacts, which are the polearm, mace, and bow I believe which are always guaranteed to show up. It would be nice if there were some 2-handed weapons though, to offer some more variety at the cost of no shield/spellbook, but it might cripple the games balance even more.
I'd love a endless mode too, but they'd probably have to have some type of mechanics set so it's not as easy to bloat time on levels or just get incredibly strong in general, so tougher enemies/minotaurs, cause minotaurs also just become incredibly easy once you're bloated in power.
That being said I'm sure hardcore fixes the power bloat a bit, but it probably ends up forcing you to do it anyways just as a safety net.
Second, why is blocking the only stat getting such a nerf? Swimming is easy to grind in a similar way. Why is it that I can spam everything else?
I actually like grinding and feeling strong, which is why I often play with the Minotaur off. So I can take my time on each floor to grind and search for nice items. I don't mind things feeling easy if it's because I worked for it.
Above all, it could very well be solved by an Endless mode that got harder and harder over time, to keep up with your rising power. Is it possible? Not sure, but I can hope.
I also tried doing this as Incubus to use Arcane Mark to negate resistances, effectively slaughtering the early game. I definitely recommend giving it a try for ranged play.
Would love an endless mode.