[0.2.0g] Glasscannon vs tanky
I tried a new character (tactician) and for the first time i builded damage with little invest into defenses (armour+evasion)
All I can say is that the campaign was so much easier this time, and I don't feel myself squishier the way I thought. I think defenses from the tree should be buffed. The damage in the endgame is a bit overtuned right now, specially ele and chaos even more (you can't survive two volatile plants with 30% chaos res) 最後にスレッドがバンプされた時間 時刻 2025/05/08 12:57:03
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Yes there is literally no point in playing a tank
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Currently the game has glasscannons and Rupert-teardrop builds.
The way defense work is you get significantly low damage that will be completely nulled by selfheals. So the battles are more about damage received/frame VS heal/frame. If you have enough resistances enemies wont even damage you. If you don't have enough you get oneshotted. Theres no sweetspot between currently. Its a "you must have this high stat to be avoid oneshotted" There are 3 stages of "tank" playstyle 1) you just walk through the map 2) Your hp is dropping, keep flask up and don't worry. 3) Dafuq just killed me?! Your hp drops from 100-0 in a single attack. Because the "meaningful soulslike" playstyle is long windup, well telegraphed attacks from enemies. Wich in 1v1 its good. But endgame you just gets swarmed and bombarded by them. A volatile plant takes 2-3 seconds to explode. But when an army of wannabe Lorderon Archers pulling strings dozens of casters casting runic nukes, and napalm carpetbombs hordes of goliaths slamming you while volatile plants, fire kegs, temporal bubble and 20 other mods chase your at once... Those attacks are designed to be avoided not to soak them up. |
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You cant survive 2 chaos plants with 75 resist, let alone 3.
90/90/90/75 resists with 66% physical and blocking and i dont feel tanky at all. 240 rarity on gear certainly hasnt found me anything useful either. |
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