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I feel like exposed should have the skill cooldown removed, and place it on an alternative attack, perhaps the M2, but this runs the huge risk of double magazine greatly increasing mercenary damage. Still as it is now, it makes his kit too vulnerable to really use.
300% damage increase seems to be there so you can trigger bands without the uppercut.
Atleast 800% procs with both Rings are decent. Too bad Expose gets consumed with your allies or minion damaging the monster you're fighting.
Merc’s attacks are multi part, meaning to get the entire damage in the enemy has to be standing still especially the RB move. Due to the final boss teleporting constantly, half of your attacks with merc just end up missing most of the time.
Loader on the other hand really just uses her punches and her dash / flying fist punch move, kill the final boss probably the fastest due to the flying punch doing so much damage on hit in one go and leave the area easily too without getting softlocked such as with engi.
And ik people are going to say “just get mobility” but that mobility is just nowhere near as useful for the rest of the game really.
I think they kinda dropped the ball with final area and the final boss as a whole. It just feels like a bunch of polygons strung together randomly. And the final boss is cool sure but getting to him takes so long, the level just drags on and on. “B-but this was done due to the timer” honestly the timer is not even the problem it’s the area softlocking you because you lack mobility that’s the hard part or annoying part about the whole thing. I think the timer is quite unnecessary. I actually wish that it just dropped you straight into the boss like aurilionite or whatever his name is or even better, if you could get more loot before the boss. But you really can’t not counting the blue items and the item exhange area that again softlocks you if you lack mobility.
It’s really ironic how bad the last area is and how their release patch notes for 1.0 under “known issues” it says: “There are no issues, this game is perfect” except the game literally softlocks you if you lack mobility. I think I barely made it back by using the captain the other day with 2 feathers. BARELY. Not to mention the scrap bug that was found at day 1. There’s clearly some issues hoopoo lmao
I'm just glad I was not the only one who thought merc's balance tweaks were underwhelming. I believe everything would have been fine if this exposed mechanic was introduced via alternative skills instead of becoming the only option. That and the reversion of the health nerf which I can't begin to come up with an excuse for. Using shaped glass now has become a bold move, to say the least.
I still have mixed feelings with the new Mercenary changes. On one hand, I love them, it's a riskier but more rewarding style of gameplay for him, BUT, I'm not gonna deny that: 1- I miss the old merc, interestingly enough both characters play VERY differently. 2- Idk if it's the damage output of the Expose debuff or the fact that allies can consume it, but it's veeery underwhelming starting stage 3 (monsoon) or so, the expose debuff damage is not that big of a deal, and by this point, you probably have drones or beetles consuming your expose, and when you're counting on that cooldown reduction, turns out it's not there anymore, leaving you heavily exposed (I swear no pun intended) to the hoarde of enemes you're trying to get rid of, which is dangerous af given how the hp nerf makes him super squishy now. And given how the cooldown on his Binding Flash skill works, the expose debuff is not going to do it any favors, so I'm considering using strides of heresy to see how that goes.
I would've preferred if the expose was just a passive chosen at loadout just how you can choose between poison and blight for Acrid, but then again, it messes with the character's base stats, dunno how that would work, and how it would affect other characters in future updates... Or maybe fix the expose debuff so it's consumed only on sword hit? Because I try to keep my exposes tidy to strategize better but then turns out a firework or the tesla coil consumed it.
There's also the Mithrix fight, with the merc is tedious as heck, because of his random teleporting around, very difficult to expose him, and too squishy to at least go riskier and try to m1 the s**t out of him.
I'd live with it if it wasn't for the awful hitstop and the stupidly long distance you cover doing dashes that pushes you too far out of M1 reach anyway
I am aware, it does not change the ROI fact by a large enough margin. If you can hit multiple enemies in a single strike, you're likely going to be in trouble, especially early game, when your only source of mobility is your skills, which you need to use to dodge or position yourself to place the expose debuff.
Trying to apply expose to a horde I find myself using Blinding Assault to guard against damage between strikes, by the time I'm done they're either dead and expose did nothing for me, or there is one or two survivors left that I could have just hit with Rising thunder and killed regardless.
Mid to Late game you can obtain enough damage to render exposed moot almost entirely.
It's value starts low, and only decreases through the game as the value in mobility increases. You can argue that attack speed would counter that, but I still have to stop sprinting/jumping, and I still need to spend at least a second striking the enemy.
if you luck out and get four crowbars (300% damage on targets above 90%), then you don't want to waste your opening strike on some normal attack that only deals 130% damage, you'll want to use blinding assault at least, rising thunder if you have it, to get out the most damage possible.
Again, its impractical as it is, and late game borders on totally useless.
Edit: Grammar, I just woke up.
I dont see how exactly nerfing his survivability and adding a small buff that isn't really good would raise the skill cap for mercenary.