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
Nailed it right into the coffin, guess I just have to hope for some good items and perks to really make elementalist pop which is sometimes hard to pull out
Not the point of the thread, please re-read and then re-evaluate your answer.
Yes, elementalist is "more rng dependent", that's literally the design
How co-op being present changes anything? I swear you just came here to disagree for the sake of it xD
Roboquest doesn't give me the vibe of having the elementalist be a challenge character, and I don't think the devs have said so, so just some minor tweaks to buff them up to the rest of the classes would be nice imo.
Though starting out sluggish and clunky until you level up enough to pick your esoteric skills to exponentially increase in power doesn't really capture that feeling of uncontrollable energy. Though it does remind of DnD wizards, so if they were going for that, they succeeded.
I think issue is threefold:
1. Passive is rather weak by itself and dosen't do much early. Changing elements is mostly a hassle, it prevent consistency and accumulation of right element. You need to invest into other skills, items and get right elemental weapons to make it really work.
2. Key synergy skills, like Dynamic Mantra and Elemental Resonance, dosen't do much by themselves. They do amplify proper groundwork manifold, but you need 1-2 other skills first.
3. Multi-element nature demand more from items and weapons. Elementalist is more core-hungry than other classes, and he need to be more picky with weapon affixes.
All of that making early game Elementalist harder. He need more effort and more prep time than other classes.
I mean it's still a pretty creative class but at the same time, the more abilities you have to create, the more likely you're to hit a wall where stuff just blends in to become more or so the same.
But yea I get your point, it sometimes feels that way (and it doesn't help some abilities repeat between classes)
the only build I've found success with is building with all 3 elements and spamming my primary with the skill that makes your weapon match your mantra element, while also never using trinity or comet as they were simply too slow or unreliable (comet being random, trinity being weak than just elemental weapon spam)
they're a fun character and a cool concept, but ironically when i wanna play with elemental builds I'd rather just engineer or commando as you have much better control there
we're getting a balance update in january iirc so maybe elementalist will get some tweaks there