Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Can't be so hard to shift weapons and abilitys around so that all buildpathes have viable choices? Tactics have clearly the strongest tool at their disposal, bows deal the same dmg as melee weapons without drawbacks and the fire and forget turrets make most of the game a piece of cake until you get to the last boss where they suddenly deal no dmg anymore if you go glasscannon....on the other hand finding as good weapons,abilitys or granades in other pathes is quite difficult. Ice grande is nice but that's pretty much it. Not because the other stuff is weak but if you got to drop to a floor full of different opponents they wont let you survive or kill opponents fast enough, especially if you run a hybrid build. this leads to a forced speedrun system which sucks a lot. Guess i gotta wait for the full release and hope some things will change again in the future.
1) On this brand first run I only got 2 upgrades for the healing flask, so only 2 chugs
2) Hand's 2-hit combo, where he swing his weapon once and then does a fast ground smash, is broken, because the first hit deals damage before the animation starts. Fix would be loved, I could've defeat him on the first try shall I not be smashed with this specific move for a three times.
It almost feels like on No-Cell difficulty the scaling is ok. I suppose, the problem with the scaling in the high-cell difficulties is caused due to the similar reasoning, why getting 30+ stats in one attribute makes weaponary busted. Because it always increase weapon damage for a 15% but not from a base damage, but the CURRENT damage. Thus, at some inescapable point the scaling goes nuts. And so does the scaling of enemies hp and damage, and not only because we take a ridicilous amount of stats for our damage increase, but the fact that enemies are scaling for both damage and hp for EACH AND EVERY BLOODY SCROLL. So, simply put, the way to outsmart the scaling is to go survival-based builds, because that way we both build damage and somewhat of a considerable amount of health, that allows us to actually par with the damage increase of the enemies. But each and every off-stat taken is a punisher in a long run.
Got any source for that claim?
Does anyone know how the scaling works exactly or can link that here?
For example, it would be very relevant to know if enemies scale with your highest stat or the total sum of stats.
Ask deepnight to explain this in more words.
Also, that seems like putting points into a stat that does not boost your damage will be uniformly conterproductive when the hp gain is less than 9% (and effectively counterproductive even ealier of course).
That seems like a really wonky mechanic to me.
Even if there is scaling they clearly dont scale even close to your power level since you one shot everything after the first 2 stages even elites on the hardest difficulty.