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https://steamcommunity.com/sharedfiles/filedetails/?id=3438661775
- Deals acid damage that penetrates pretty much every enemy's various resistances
- Has a nonexistent downtime between shots and doesn't need to be reloaded (looking at YOU, sniper rifle)
- Can be refilled from pools all over Cloud Reactor and other areas with radioactive waste, which in turn gives it synergy with the Reactor armor set (even if I don't use it myself)
- Is cute
But yeah, their hardlight shielding makes them ridiculously tedious to kill with most other weapons, which is especially annoying since the hardlight trinket you can make for yourself feels like complete weaksauce by comparison.The magbow I've been using for just about every other (organic) enemy was working just fine up until Dark Energy. I imagine one workaround for their shielding would be the use of null grenades, but like. A transuranic superalloy, a purported grimoire, and three arcane scrap just to make them??? Doesn't seem even remotely worth the cost of crafting AND the inventory space that they would take up, especially considering I'm moreso in need of resources from volatile pests / exor than Gatekeeper enemies, and the magbow deals with them just fine by comparison.
At the end of the day, Gatekeepers just. Do not feel fun to fight compared to every other enemy in the game at the moment.
Yeah, thats why I made this post. They feel overtuned; only other enemy that feels that way in Dark Energy is the new alien monk with the Spear. Their attack speed seems a bit overtuned, they attack ridiculously fast and have almost no punish window on top of being able to just teleport away when pressured, so melee builds have little choice but to face trade the damage as they poise most hits otherwise. As shields just get shredded by the unrelenting thrusting.
So I am glad its not just me that sees the problem with their absurd sponginess off their shields.
I have yet to fight a witch. But I imagine they are all DPS or something, I will likely found out later tonight.
Even resistant to lasers does not save them from how fast lasers melt them
Yeah, the neophytes and chieftains are genuinely the most problematic out of all the Gatekeeper enemies. I can handle one of them, but the moment a second one enters the fight, it becomes an uphill battle that I'm unlikely to win; and three or more at the same time is just a death sentence at that point.
it was a single grunt tanking about 20 lodestone ripper blades and still somehow ninja flipping around that tilted me enough to actually post about it. I was going through one of the reactors (the radioactive dump one) and I actually had an easier time killing the giant over the ninja flipping tank that did crazy damage for being a grunt guy. Died like 3 times as for some reason, that shield was unbelievably tanky and I was tilted by the second go at defeating the butthole. after some testing, mugnades are the simplest answer to breaking their stupidly spongy shield and doing *actual damage*
damage a enemy is resistant/immune to only does damage to the shield (current system)
damage that is not a weakness or resistant type does 15% of it's damage through the shield
and damage it is weak to goes 50% through the shield.
This would mean a attack dealing 100 damage to a shielded enemy with no weakness or resistances would deal 15 damage to the health of the enemy and 100 to the shield.
A 100 damage attack with a effect the enemy is weak to would do 50% damage to the health and 100% to the shield.
Lastly a attack the target is immune to would 100% damage to shield and function as is.
I would also make shields sound different if the enemy your attacking is immune or weak to that attack. possibly even make the enemy stumble or spark when attacking them.
also the null grenades should make the enemies shields explode for some damage. giving them some extra gimmicks and visual feedback when you short out their shield runes.
Apart from killing each new enemy type a few times for the new materials there's really no point in fighting imo
The tuning and sheer amount of enemies and the player ammo economy (like for how many kills you can reallistically gear up before having to port back to base to recharge) kinda made the reactors a "fk this, where's my Crystalline set" section.