Portal Knights

Portal Knights

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Mosey Mar 16, 2016 @ 7:42am
Some Class/Combat Questions
So my significant other and me just got this game last night, and I had a few questions regarding the classes. So I 'rolled' up a Warrior type to try and keep creeps off her and she rolled up a 'Wizard' since normally she is pretty terrible at 3d games. I did some cursory video watching for the combat mechanics, and I ended up being somewhat vindicated that she can indeed hold down a button to defeat bad guys as a wizard.

However, for me, I play lots of class based games such as this and I noted some strange things. Notably, I can craft and equip a bow/wand/sword and it seems that, at our low level, these weapons are not limited by class or stats and are roughly equal to one another in damage. I suppose I'm wondering if at some point I won't be able to use a bow anymore, since I already regret not rolling a ranger.

Also, keeping in mind that she is essentially going to be standing in one place and holding down the 'attack' button how hard would it be to solo the bosses in this game?

Thanks!
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Run dem Weh Mar 16, 2016 @ 8:08am 
To clarify, the class and stats system in the game currently just straight up suck.

It doesn't matter much what class you pick since yes you can use everything as everyone, especially since the warrior is forced to use a bow or the like because you just can't reach certain mobs with melee (actually, you can, but the fights would take AGES).

Ranger is currently the best DPS class, easily. Followed by Mage, and lastly Warrior. Melee weapons are the hardest hitting ones in the game, namely the Titanium Sun Cleaver, which can actually 1shot the final boss of the game, but that depends on a hell of a lot of luck, which is why a Ranger with the Hyperion Long Bow has the best DPS because you basically crit at all times and proc multi strikes & additional strikes all the time.

If you're wondering, the Hyperion is a bow, of which you can drop the recipe from the final boss. It shoots 3 arrows in a line by default, and therefore procs things like crit very frequently. It has a high rate of fire, too.

Optimally a Mage will end up with a Immortal Titanium + Immortal Gold. That may sound weird because why the hell would you purposely carry the exact same weapon, but worse, with you, right ? That's because there's attributes or elements, if you wanna call them that. And currently it's balanced really badly because Immortal Titanium is a Arcane dmg wand, where as Immortal Gold (exact same stats, but weaker) is a Holy damage wand.

If you hit an Arcane mob with an Arcane wand, you will barely do any damage, as it is weak against them, same thing for Light obviously. You don't beat rocks with other rocks. So you would use your Arcane wand (Immortal Titanium) on Holy mobs (like the bright, levitating, glowing slimes in later levels, for example) and the Holy wand (Immortal Gold) on Arcane mobs (like Daring Bones, a purple skeletal-knight thingy). Hitting mobs who are weak against whatever element you're using, does double the damage.

Like i said, bad balancing honestly. It forces you to use a weaker version of the same weapon, simply because it has a different enchantment and a lot of the mobs would otherwise be "immune", if you were only using one. This is why Mage needs to use 2 weapons, just like the Warrior, where as the Ranger really only needs his/her Hyperion, to, funny enough, perform better than the others.
Last edited by Run dem Weh; Mar 16, 2016 @ 8:15am
Mosey Mar 16, 2016 @ 8:21am 
I'm not so worried about balancing. Frankly I was hoping for a game with simple combat and more expanded farming/building/crafting since the person I'm playing with might as well not be there for the fighting portion of the game.

Mostly I was just curious if I was correct in assuming that the weapon choices continued to be available to everyone throughout the game. I might end up rerolling as a Ranger and trying to use a sword since from what I've heard defensive stats like HP/Armor etc. aren't terribly useful given that this game appears to be of the 'active defense' dodge-the-hits dynamic rather than the 'soak it' method.

Run dem Weh Mar 16, 2016 @ 8:24am 
The game is just straight up way too easy right now, that's the biggest issue really. That's why me and countless others are asking for it to become much, much harder, at the very least via a difficulty slider.

You can sidestep basically all attacks, don't even need the dodge roll. And if you do get hit, they barely scratch you, whereas you can 1shot everything. That's why survivability is basically pointless and full on dmg builds are the best and most useful thing you can do right now. You don't need HP, you don't need defense, and you don't need sustain (via life regen/leech or anything), at all.
Last edited by Run dem Weh; Mar 16, 2016 @ 8:28am
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Date Posted: Mar 16, 2016 @ 7:42am
Posts: 3