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and at least we can make use of the "fist" stat
but i agree - some more fist type weapons with maybe different attacks would be awesome
or maybe a sort of "selection for special attacks" like one might choose between a kick or a leap attack sort of thing
The kick needs to be faster, it staggers enemies, but by the time you can make use of it they are no longer staggered.
Their #1 issue is they need a replacement for higher level content. The dual dagger sorta does this, but its not fist.
but ye your sleeping on the kick "If they had a secondary atack" they do and it's great
*edit* low stamina cost and high parry bonus, my buddy parries a lox and i just hit it like 8 times and still not running out of stamina
In future, yes, but not in the immediate present. Even if a new variant possessed effective anti-seeker damage type, it'd still be pretty impractical to put to use against seeker soldiers, and short reach of fist weapons is not very useful against regular seekers either. So it's perfectly fine that the only available fist weapon is lagging a bit behind. If anything, there could be an earlier version of it available at some point so players can train their punching skill before accessing the rippers so they don't feel like lackluster weapon. But the flipside to that is again that there are already many perfectly viable weapons available in various stages of progress.
But yeah, rippers are actually very powerful overall. Good DPS for stamina cost, high attack speed, slashing damage works in the biome it's available in as well as the next one. Animations are recycled from regular unarmed attacks, but those animations are decent enough to begin with. Having other animations available would kinda warrant having them made for other weapons too. Just because you have claw weapons made of wolf-theme materials doesn't make you pounce around on all fours, humans don't do that. Kicking retains its decent stagger value, it's very reliable to stagger fuling with for example. Since the rippers' class is inherited from the unarmed category, they also don't slow down the character when the weapons are drawn out, meaning you'll always be ready to kick a troll in the buttocks and deal huge amount of sneak attack damage as you're dashing through the forests and swamps. With high enough block skill you can even parry the likes of abominations or deathsquitos or fulings.
I admit, I kinda forgot the kick was part of the Fist stat, so yeah, I can see how the kick could complement the fast-paced play style. I am still disappointed in the aesthetics, though, and the lack of a unique secondary attack, as I should have stated.
I would propose a slight change to the weapon/category, either a flat speed increase on the kick animation, as John mentioned it takes way too long and some enemies finish their stagger shortly after you stop kicking (you can mitigate that by kicking them into terrain so they stay within your immediate range but still), or tie kick speed to unarmed level.
As for future fist weapons maybe offer it with two options when crafting, either the standard kick for stun utility or with the dagger esque jump attack for pure damage.
I think my favourite thing when I first got fenris was just sprinting through the meadows absolutely extincting the deer population. From the start of the game when a bow is a pain to kill deer with, to sprinting twice as fast as deer and mowing them down - yes please. Took some wolves with me and they couldn't keep up.
TLDR: Flesh rippers are great as they are, but we need more fist weapons and faster kick recovery.