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
Most skills that doesn't give damage or physics are usually not worth it. This is mostly because of the AP costs on them. They should also have significantly lower level requirements for upgrades to give them more utility in the early game. By the end game, parties wipe too easily to need utility skills.
Shockwave should be 1 AP for how close you have to get.
Knockback arrow needs more to differentiate it from grapple at full upgrade, and whirlwind at low upgrade. Repelling shot can use the directional choice more than grapple/knockback can.