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I recommend reading the FAQ section on this, which states
https://steamcommunity.com/app/699170/discussions/0/1734336452590332614/
I hope this helps ^_^
It really surprised me when I found out you could stack accessories. It just doesn't feel right to be able to equip a weapon and just fill the rest of the empty equipment slots with (repeat) accessories.
Repeat in the sense that you're only stacking gloves, boots, or rings.
With 6 slots and certain jobs being able to equip certain things (like shields for example), you have your weapon, offhand, head, body, gloves, boots, ring. 2H weapons free up a slot so maybe a new type of accessory like earrings or capes that specialize in or boost other stats can be made. Or just allow units to wear 2 rings but limit gloves and boots to 1.
This way each slot is utilized but not just with the stats you want.
Edit: The only practical use I've had for stacking accessories -- in this case, boots, was for treasure hunting before Bzaro and using Bzaro for treasure hunting.
Bzaro needs things to equip because it just pains me to just slap accessories on him and just be done with him.
https://steamcommunity.com/app/699170/discussions/0/1736589520005241272/
Can you clarify your question?
I agree that accessories should be a bit relatively weaker - as is, it's often practical to skip a helmet or shield to just add another offensive accessory. For example, Scythe + Defensive Accessory always beats Sword/Axe/Mace + Shield on any class that has the choice.
This is more a problem of tiers, though. Later on you get hats with good offensive bonuses alongside solid defenses, physical weapons with nice secondary magical stats (the Energy Scythe is an ABSURD power upgrade for Tempalrs/Warmages, to be honest). It's just certain points in the game where you just get a new kind of accessory (like wizard gloves) where stacking them becomes really powerful.
But I think the solution is just to make Shield/Helm a bit relatively stronger or accessories a tiny bit relatively weaker, just so that stacking offensively focused accessories leads to a character sacrificing a non-trivial part of defense. Accessories should, imo basically be a source of diminishing returns - you can trade your overall stat total via a balanced inventory by switching your helm/shield for more pure offenses, but unless a character is intentionally a glass cannon, it probably shouldn't be practical to do so.
you can, made a knight/templar with all the defensive buffs I could give it
sadly the dmg on defensive hit was still horrible
I think we're a little early here. The game is still in early access, and I'm sure they'll be gears suited for late game at a later date. The nerf they did was pretty balance for now, we'll be getting stronger accessories in the near future. There actually some in there right now, just gotta wait for the later stages.
Horrible?
The damage is based on the defense stat.
Defense based characters do good damage with defensive hit.. What makes it great since there damage is normally smaller then more damage based characters.
Using double wield shield does not change much about it since 1 shield does not change much on defense stats.