Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Mon Jul 14, 2014 10:54 am
What skills do you love using, what work well, what might annoy you and what skills just drive you into pits of despair, if any?
As everybody obviously has noticed, we have a lot of new, fun skills to play with. Since general feedback and discussion on the skills might get lost in the game debugging thread, here's a new thread for them.
(Original skills-thread during testing Act 1 by yayswords: viewtopic.php?f=40&t=3353 )
A quote from jack in the debug-thread:
I'll be sort of brief in this first post at least and start with a few skills from Riley and Krimm.
Riley
Favourites
Slumber Would not have survived NM-mode without it. I had decent speed on Riley, so he could often cast this one on the most dangerous enemy in the group before they attacked, giving one of my slower hard-hitters a chance to hit them before they did any instant kills or serious damages.
Ghost Form For some reason, I didn't choose this for the main quests, but I spammed it in the flashback. 200% defence-boost, I'm afraid this might be debuffed. Please, don't!
Love&Frustration
Energize Yes, the SP cost is still, in my opinion, too high in relation to what you get back in terms of SP. Especially when a LOT of the enemies (eg Healer slaves come to mind) have a quite the low SP cost for healing and buffing. So I'm in a situation, where I can't properly control my mana and the mana bomb doesn't really have enough an affect on the enemies' capability to mana-up and heal repeatedly. Then again, I probably used this skill the most through the whole Act. Maybe because I didn't bring healing skills with me from Act 1...but also because of the nifty 20% speed bonus
Krimm
Favourites
Kick Krimm kicked a lot, especially in the steam tunnels. The debuffs are just wonderful, it doesn't require a stagger and many a times it's the best chance to bring those annoying backrow enemies to the front to be squished by the hunter's double attack or an explosive bomb. Might be even too effective, but *if this shall be debuffed, please,please, please don't make it require stagger!*
Wreak Havoc Cast Bleed on 3 enemies at once? Yes!
Frustration
Finishing blow The enemy damage needs to go too low before this is of any use. Too much waiting-for-it involved. Will be heavily underused for me as it is now, but I hear tweaking for better might be in the way.
As everybody obviously has noticed, we have a lot of new, fun skills to play with. Since general feedback and discussion on the skills might get lost in the game debugging thread, here's a new thread for them.
A quote from jack in the debug-thread:
Actually, Rowinda has one of my favourite skills (Madness) to be used in the final boss fight, but I'll try not to get too stuck on that.For plot reasons unfortunately you can use Rowinda/Jariel only at end of the act, so maybe it won't be really the best to judge their combat skills.
I'll be sort of brief in this first post at least and start with a few skills from Riley and Krimm.
Riley
Favourites
Slumber Would not have survived NM-mode without it. I had decent speed on Riley, so he could often cast this one on the most dangerous enemy in the group before they attacked, giving one of my slower hard-hitters a chance to hit them before they did any instant kills or serious damages.
Ghost Form For some reason, I didn't choose this for the main quests, but I spammed it in the flashback. 200% defence-boost, I'm afraid this might be debuffed. Please, don't!
Love&Frustration
Energize Yes, the SP cost is still, in my opinion, too high in relation to what you get back in terms of SP. Especially when a LOT of the enemies (eg Healer slaves come to mind) have a quite the low SP cost for healing and buffing. So I'm in a situation, where I can't properly control my mana and the mana bomb doesn't really have enough an affect on the enemies' capability to mana-up and heal repeatedly. Then again, I probably used this skill the most through the whole Act. Maybe because I didn't bring healing skills with me from Act 1...but also because of the nifty 20% speed bonus
Krimm
Favourites
Kick Krimm kicked a lot, especially in the steam tunnels. The debuffs are just wonderful, it doesn't require a stagger and many a times it's the best chance to bring those annoying backrow enemies to the front to be squished by the hunter's double attack or an explosive bomb. Might be even too effective, but *if this shall be debuffed, please,please, please don't make it require stagger!*
Wreak Havoc Cast Bleed on 3 enemies at once? Yes!
Frustration
Finishing blow The enemy damage needs to go too low before this is of any use. Too much waiting-for-it involved. Will be heavily underused for me as it is now, but I hear tweaking for better might be in the way.