![]() I do not see them as similar in any way other than him having two bleed skills. There are an infinite number of times either Dirk, Harvest or Slice are the better options. The 30'ish percent lower damage is often off-set by the fact it has a 5pt bleed, so while his overall raw impact-damage is not amazing, it's nice having a range of options that don't boil down to 'just spam Dirk'. His ST version is better as a projective attack that happens to also cause bleed, so if you absolutely want to kill that R3 enemy but don't want to move, Slice. Harvest is great as a harass button vs stealthers or for finishing off enemies while still effecting another on the board. There is still a huge difference between the application of an AoE attack for 50% damage, and a ST attack that is closer to being baseline. It's like comparing Chop to Hew on a Leper - both being an impact attack, one ST, one AoE. Slice/Harv are only similar due to both being a bleed ability. The generalists tend to fare better in a range of things, but never excel beyond the specialists in terms of their comparitive functions. Leper, best damage in the game, restrictive style. Jester, best ST stress-healer in the game, not the best offense. Vestal, best healer in the game - not the best offense. I was about to write a few move ideas to get you a general gist of how you can add a move into the move-slot that not only makes the hero gameplay wise more distinguish but also fit within his world character, but then I realised that’d be putting too much effort into a steam discussion.Īnyways, in conclusion, there are so many interesting things you could of done with a thematically really out of place character but they decided I was more better to just make him a one time enemy removal which turns into a mediocre support with a less-then mediocre damage pool.Īgain, it's fine when you consider how specialists are treated in the game. As someone who develops character mods this feels like a major waste as Red Hook have not fully tapped into what they can make a hero do in the context of their game's parameters. ![]() I should say the whole Holy Lance thing being ancient news is something I know (I have been playing since 2016), I just said it was fun - not current meta, I also just put there as an edit cause I know someone will say that I can use dirk stab with a move hero if I want no debuffed damage, and I restrict myself from bring multiples on any class when I play anyways so the crusader/crusader meme is a no-go.Īnyways my gripe was that slice and harvest are way too similar - sure someone could say it’s like the Leper having slash and hew, but unlike a high DP character that must be restricted to front row damage the Jester should be more interesting (He is the most brightest, extravagant hero - yet is move-set has two repetitive moves on it).įurthermore, what separates and distinguishes heroes from one another over stats is their move-sets, and I feel like having two similar moves on a single hero is a waste. This is old hat by now - you'd be better off with two Crusaders doing that seeing as the JES likes to dictate when he moves due to his SHeal and Buff positioning restriction, whereas a CRU doesn't care whether he's moved or left behind. My typical endless comp is VES>JES>HWM>SB - 3/4 of them can dance through the ranks, so only one has an issue if shuffled too far. You're late to the party about Holy Lance, ancient news at this point. The buff is only worth it to polish off the tiny few percent miss-chance you might have, but mostly if you're not wearing ACC trinkets (which most people would be). For general content I just go with Dirk, Harvest, Slice and SHeal to maximize his interaction with the middle-ranks. I personally always play with Dirk, Harvest, Buff & SHeal for endless waves, and swap out Dirk for Finale when I know a boss fight is around the corner. It's a good way of 'building a nuclear weapon in your pocket and keeping it for later' option. Now he can gain it even while stress relieving or buffing the group, not just by damage. You gained absolutely no nuke potential when doing his most common moves - which were stationary stress-heals / group buffs, so nobody took Finale because it involved not doing what he was best at and instead playing Jester as a 'creeping forward slowly before finale' charatcer - and by the time you had built up a servicable finale, most targets would be dead anyway. ![]() His entire kit was given +Finale damage seeing as the alternatives before were explicitly movement skills.
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