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Artifacts and Relics
I like that they are a basically a mace for social/magic challenges. The buff for them to potentially gain an extra ability on elemental and legendary is pretty good but I don't understand the reason for the shielding reduction. Codexes did lose the ability for early game summons and I feel that was good and in return they got a third ability which overall still makes them much more desirable than artifacts and relics.
Relics pretty much have to be made out of metal or stone and this makes them very heavy and the characters that have stats for the relics abilities rarely have the carry capacity to carry it and any other equipment.
Like why would you want to use a weapon for social/magic challenges with 1 or 2 abilities/attacks with a shielding reduction passive and weighs a lot when you can instead equip a codex that gives you 3 abilities/attacks, no passive reduction and can weigh very little. I feel the shielding passive should be removed from artifacts/relics and put on the codexes.
Wands
I like wands but in reality they a lacking as a single codex of any level with give you multiple abilities that easy outdo the wands damage. The best parts of the wand is that even in social challenges it relies on the destiny stat so you don't need to worry about levelling up to 3 stats and that it counts as a ranged weapon for both challenges.
-The armor debuff makes frontline combat with low HP characters dangerous. Now if relics had an armor BUFF (like swords used to), then their value would increase.
-The stat buffs are nice, but only for very specific characters. IF you have a witch or shaman with ground shake, then a destiny buffing relic could work, or one with snare. (On my current playthrough I have 40 characters and only 1 groundshake...on a 10 destiny wraith) IF you can dedicate a hunter to hunter's mark or zerca to weakness, those stat boosts are nice.
-Wands are so common as rewards that you can easily keep a few around for the very rare case a character can use them. If they had more interesting abilities or value in red fights, maybe they'd be worth making.
The biggest problem is going down either of these trees means you aren't going down another. What would you give up for relics or wands?
Armor? Everyone needs it and a third to half of your group can use either medium or heavy armor.
Shields? Again, depending on your gear, most of your team could use them.
Jewelry? Useful for your entire team in so many ways
Tombs/Scrolls? Useful for all your casters, so about half your team
A good weapon? Only good for warriors, but SO essential for them you can't really skip them.
With research points being so valuable, it's hard to unlock relics or wands for two to four characters while giving up something so much better for so many more characters.
1. They require being on the front line while wands, scrolls and codexes don't
2. They're slow so unless you give them to someone with a lot of HP they'll die before using it twice.
3. They're heavy since two handed artifacts are often made using stone.
4. They depend on different abilities across challenge types which makes them weaker than wands, which permit single ability focus
5. They debuff the wrong defense stats. A social artifact should not debuff mental artifact should not debuff mental defenses.
I'd really like to see artifacts and relics give a mix of +X and X% bonuses to mental and / or spiritual defenses baseline depending on what materials are used to craft them. That way you could hand your scavanger a crystal relic that gives +5 mental armor, -10% physical armor and know that they can tank these challenges early game long before elemental armor shows up.
the other way to look at it is the hunters have skills that allow them to not need a ranged weapon during red challenges. the relics not only give boosts to their stats it also allow them to be of some use during yellow and purple challenges... also some of their skills given are quite useful like aoe sleep weakness are good for hunters too. that being said, hunters also lack strength to use those stuff very well
Relics with ambush are strong on characters that don't need a weapon. Hunters and Gatherers with several ranks in a perception-attack are especially noteworthy, because there are relics with Ambush and % increase perception.
Relics with Snare would be similarly situational, but its much rarer to get a weapon-independent character with solid INT *and* most of the candidates for that would do much better with a codex anyway.
Scavengers make solid use of wands. It's a useless character for the ever important red challenges, but strength of the swarm + decent destiny + wand is a respectable lead for purple or yellow.
Some of the unlikley-to-ever-be-seen elemental and legendary relics and artifacts actually have incredibly good skills on them. Brotherhood of blood is better than inspire, Inspiring presence is legit incredible, except that it comes with the shielding penalties *and* a free hand for a shield. Even poison and choking fog have some game: Fast AOE's that work in every challenge type are serious build arounds.
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The way I see it relics and artifacts (and, to a lesser extent, wands, codices, and scrolls) are suffering from a lack of clear purpose. They're an unpredictable jumble of things that aren't used for physical attacks, and that is too broad and unfocused to be appealing.
So here's what I'd do:
Obviously this would also remove the shielding malus from relics and artifiacts, require some tuning, and likely reshuffle the tech tree somewhat, but it doesn't demand a whole bunch of new art assets. :)
I like the idea of artifacts as offhands. I think they all need more spells and different groupings, to encourage different resources being made with them. It was nice before when you could get an intelligence ice spike along with an intelligence summon.
An yes, remove the armor debuff. The skills are no where near powerful enough to justify this.
I really like the idea of making Random Blast non-universal and switching artifacts to the off-hand. I also like the idea of giving wands additional special abilities since as you said they're really lack luster now.
I also like your point that if Random Blast gets restricted it makes every other spell more important. I don't know if I agree about making it Red only instead of a hybrid of two challenge types, but I do agree it shouldn't be all three.
Good suggestions. The challenge is that relics are ONLY useful in very specific cases. Since RP are so limited, are you going to unlock scrolls or codexes that are useful to 1/3 to 1/2 your group, or relics that are useful for 1 or 3 characters?
At their current power level, all 3 levels of both one handed and two handed relics should be unlocked for 1 or 2 RP.
There's also a demon you can get from a goblin [Chance] option (I think it's called a horhlick or something? The non-tooth fairy version) that only has its main hand able to be equipped with an item i.e. no shield or 2-h weapon. Relics seem to be a great fit for those.
Random blast is overpowered, but usage in allcolour combats is not a bad idea but i see Your point in this randomblast / Fireball / Fiery Gaze... it is a gordian knot ...
I think artifacts as offhands should be a good shield alternative but maybe wands as well should be offhand equipments with NONredcombat skills/abilities...
alternatively:
jewellery and artifact on jewellery slot
wand and scroll on offhand slot
relics and codex twohanded