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Most survivors have a built in form of survivability like Commando's roll, Huntress' blink and to a degree arrow rain, MULT's car form/stun grenade/enhanced base stats/2 use items, and Engineer's, having a fantastic synergy with fungus, turrets, mines and a shield.
The wall is seemingly designed to be Artificer's defensive cooldown by helping you to both lock down enemies and kill them sooner. There are a several problems with this as I see it.
1. It doesn't block(?) attacks outside of freezing mobs.
2. It doesn't freeze mobs long enough.
3. It doesn't last very long in the face of either a large group or enemies that can't be frozen as they just run through it.
4. It doesn't deal good damage.
5. It's relatively hard to even place it right as it doesn't have a marker as to where it'll go, a la Huntress' Arrow rain or even Mei from Overwatch.
6. Some enemies seem to respect it as a wall, forcing you to place it under them. It's also unlike Engineer's mines where monsters feel the need to walk all over them.
7. The skill is lacking in defensive, control and offensive power that would normally be necessary to support a character with a "kill them before they kill me" playstyle.
These are just my opinion but man that skill does not feel all that good to use. Even with the red Afterburner granting 3 max charges it was still lacking, imo.
Another problem I think stems from the item pool as it is right now. It doesn't seem to support a burst character like Artificer nearly as well as it can support rapid fire characters as they benefit so much from proc items and on damage effects.
Artificer is still very fun, you just have to work harder for it than other survivors right now which kind of sucks.
P.S. Get Alien Head
About ice wall:
It does have a marker for where it will go, just hold the button down.
The only thing that feels wrong about the ice wall to me is that it isn't tall enough. It looks like it's meant to just be a row of spiky icicles, not a wall per se. Certain enemies and bosses just float over it, though, making it a bit frustrating. It would be cool if it could at least be placed on walls or ceilings, like Huntress's volley, but it's locked to the floor.
More damage would be nice, too. However, keep in mind that it's particularly fast at killing high-HP enemies, since it significantly cuts their health bar. I've taken out multiple golems at once with it, so it has its uses.
I don't think Artificer has to work any harder than any other character that isn't Mul-T or Engineer. Her damage is still incredibly high and innately AoE.
My main complaint is that she feels like an unfinished character unless you have at least 1 Alien Head and 1 H34D-ST v2. She's effectively a pseudo-melee character with no mobility or defense in her current rendition; might as well play Merc.
-If she's not going to have defensive skills, let her be immune to fall damage and/or have slowfall*. She's already floating.
-Primary Fire needs one extra tick of burn damage and slightly bigger explosion radius to feel good. Even if the explosion did burn-only damage it would still be an improvement with slightly larger radius.
-Secondary Fire hitbox feels slightly too small, even fully charged. I feel like I'm threading needles in a haystack sometimes. I know it has the chaining effect, but it shouldn't require that much precision fully charged to hit a group of Lesser Wisps.
-Frost Wall could get Huntress' Ult treatment where its a two-part cast showing you a preview of wall while also suspending you in air while aiming it. It should also block projectiles, limited threshold if necessary. Frozen enemies being susceptible to enemy friendly fire would also be a nice touch.
-Flamethrower could give temporary flight or at least allow you to suspend jump height. It also needs slightly longer range and/or leave a fire trail on the ground to burn enemies.
I simply stack her with pure DMG-items and Wax-Quails for defense. Pure hit and run is very effective with her.
However, they may not want to change this because from what I've been able to tell, her dps is insane making her a ridiculous glass cannon character. I feel like she currently has the most potential if paired up with an engineer in co-op. The engineer can focus a bit more on the trash mobs while sustaining with bustling fungus while she focuses down the boss with the help of his bubble shield and can return to him for heals.
And yeah, wax quails are great for her as they essentially grant a dash ability.
I also like how unique the character is. Didn't think magic was a thing in the RoR lore....despite all the items we pick up of course.