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
I think its because you built your primary stats around your ranged tree. The 2h axe tree leans more heavily into STR with unlocks and that should push extra weapon and body part damage just about enough to reliably injure on first swing. It also makes block power as a stat more relevant even if you don't heavily commit to it.
And while it maybe doesn't synergize as well with 2h axe as with 1h axe, I think Finisher is a big energy problem solver and the massive crit bonus helps cleave injuries to extra targets for more dangerous multipulls.
regarding 4) so far I've only had POI issues in the south of the map, particularly south east. Never seemed to be about specific POI types although camps on a clearing are very common down south.
regarding 5)
Bisons are pretty manageable with -75% damage taken geomancy builds but feel like run killers for about anything else unless you pull them afar to leash them and then repull as they leash thus pulling only one (or exploiting screen transitions to split the herd).
Also, counter + polearms is so sweet, it's such a shame that the whole approach feels so underdeveloped. Maybe it's just because the whole quickdraw thing is brand new, and this is emergent gameplay, but it really gives polearms something to be mad good at.
5) The reason I'm noting the problems I had with Bisons and Gulons is that... this was a "full hunter" build, with all three hunting survival skills, full ranged with a bleed/injury sidearm and quickdraw (with a lot of counter to boot) and 25 PER + Pathfinder.
I mean, if *this* build was having this much trouble with Bisons and Gulons, something's wrong. I managed to kill maybe 4-5 Gulons (and 4 of them once I was lvl 24 and deleting the rest of the content effortlessly), and I managed a grand total of 1 single bison (well, I killed 2 more due to lucky crits but couldn't skin them because the rest of their herds were chasing me).
So IDK, maybe figure out how to make these things a bit easier to hunt? I think the Gulons never really got a proper powering down once their abilities got in place. And IDK what happened with Bizons, as I used to skin them by the truckload with only one point in archery back in the day.
5) This was a recent change. I was able to pull bison one at a time at 15 vision when I built a ranged character after the armor mastery tree, but when they changed it so foes alert each other, that changed how bison work. Now it is whole pack or nothing. I was able to take down 3 with my archer, and Gulion are easy in packs of 2, but 4+ bison will ruin your day.
6) And they just nerfed shield today. My shield bash's damage dropped by 1/2 (36 to 18) with today's shield tree rebalance. So ranged is now the absolute king of damage.
7) With the warfare skill that gives energy per crit, and some -energy cost/energy/energy restoration enchantments, you can manage the higher damage bows. This also means even faster killing, which in turn uses less skills, and thus less energy. It gets really insane when you can crit for huge numbers with an Edders bow. Arrows are still a limiter, but at some point I'll wind up buying an extra eastern quiver for my second weapon, and walk around with 160 arrows. You'll want to be back to town LONG before you use up that many.
So it sounds like you agree with many of us, that ranged is the OP tree right now. TY for the insight on 2H axes, I felt that way when I played them back a few years ago, but didn't know if they changed since.
I know the right side of the skill tree (Thrill of the Hunt mainly) can buff melee builds, so I've tried building a ranger strategy with predominantly melee skills and only using some ranged skills as support, mainly Taking Aim and then the relevant skills to Thrill of the Hunt. But in the end, by the time you've invested enough points to get Thrill of the Hunt, it makes little sense to dabble in melee after all that... considering you can murder everything in sight at range, without so much as taking a hit, if you spend all the remaining AP into completing the ranged weapons skill tree instead.
Basically, off the top of my head you'd save 6-7 AP if you only learn Taking Aim and then the skills that take you to Thrill of the Hunt and its tier 4 passive (and also that accuracy penalty reduction passive; that is the skill that if you don't learn it, you end up saving 1 more AP). The thing is, there is no one-handed weapon tree that can do the sort of damage that a full ranged weapons build can do, even in melee, with only 6-7 more AP investment. You'd come close to maxing out a particular main weapon skill tree, but in the end you end up being a jack-of-all-trades; in exchange if you maxed out ranged weapons completely, almost nobody can touch you.
I also tried pairing this ranger build with DW daggers. It ... just flat out won't work lol. Too little AP to spend is the real issue.
As for Lujo's problem with 2h axes, it is because he leveled PER instead of STR. It is normal. I once questioned why my axe main did so little bodypart damage, only to realize it was because I made him a PER specialist to take advantage of crits.
2h axes have changed now, they are actually better than they were before, but their main problem is that they rely on injuries to cause devastating damage. This means they will always take more than 2-3 turns to kill a single enemy. Whereas if you had gone with something more innately tanky and meant to dps over time, like 2h sword, you'd do a lot better. After all, if you use a 2h sword parry build, you'd end up blocking at some point. That build is meant to be DPS, due to counterattack focus. But 2h axes are more about burst damage, yet the dependency on injuries makes them quite a bit weaker until they get their balls rolling... Hence, if you use a 2h axe, you're kinda a glass cannon.