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unmerged(542945)

Sergeant
1 Badges
Aug 27, 2012
53
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  • Dungeonland
So, after 8~ hours of Dungeonland, these are the problems I've encountered so far;

1. Could really, really, reaaaally use some filters. Like, 'No games that are empty/full/above X ping (and show latency)', etc.

2. I feel like the Warrior is completely redundant. Maybe some sort of strategy or use for him will pop up in a week or two once people have really gotten into him, but...if you need DPS/crowd control, then you have both the Mage and the Rogue. If you need a tank, then you can just Ray of Awesome someone (the Warrior can't tank that well anyway, because everything does so much damage). Since healing abilities are pretty inefficient and the enemies do massive damage...a class built around taking damage doesn't seem very useful. Especially since guarding means he can't do anything else. The best party seems like Assassin/Ice/Electric at the moment.

3. Rogue is a bit...versatile. I'm currently running an Assassin with Bloodthirst and Shadow Run. The result is that I can use a single potion to kill 3-5 enemies and fully heal the party. But since Archer has guaranteed crits and Assassin crits often anyway, the Healer perk can be used to turn the Rogue into a medic just as easily, especially since it leaves the Potion slot to be used for Healing Potions or Holy Hand Grenades. Gunner seems a bit weak though, since he focuses on DPSing down single targets, but his damage doesn't seem to be significantly higher than the Assassin's, who has a powerful AOE ability. Same with Archer; he seems a bit on the weak side as well unless you're using him as a Medic with Healer.

4. Fire Mage seems pretty weak. As with the Warrior, maybe someone will come up with some imba way to utilize him, but it seems like he only has good synergy with other Mages...but they synergize just fine between each other. It seems like the Fire Mage is meant to be DPS while Ice is CC and Lightning is a combination of both, but Fire just seems to severely lack in the damage department. The healing version of Ray of Awesome seems really weak, too, especially considering what you're giving up for it and the fact that the Rogue can serve as a better Medic than the guy with explicit healing abilities.

Thaaaat's all I got for now. Comments/feedback?

Edit: Just got a weird bug. Every time I dodged my character would do the 'tired' pose, but his attacks suddenly became three times more powerful.

Edit 2: Another thing, Healing Possession ability is ridiculously OP on Elite monsters. They're borderline immortal, if not so.

Edit 2b: I changed my mind. Although they're effectively immortal (And Healing + Splits on Hit = SUPER GAME BREAKING POWER), it meant the DM was tied up in that body and while my two teammates distracted him, I just ran through the stage and got to the exit with very little resistance.
 
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2. I agree with it completely, warrior seems to have no real use in a team right now. We're running 2 mages 1 rogue at the moment. Same thing as the dev's who cleared impossible I believe actually as well

4. Fire mage is actually really strong, the ice mage is obviously the strongest, but the fire mage doesn't just focus one target. If he left clicks each target his fire DoT will make the fight much easier. Healing version of ray of awesome is actually not weak. Its not meant to be overpowered. If it was, there'd be no reason to take anything else, and mages would be called healers not mages. In our build we're running ray of awesome at the moment & still decided between extended invuln beam & attack damage but I personally think we're gonna settle on the extended beam. Its hard to say what they were trying to establish with each character since its flip flopped so much. I think we'll start seeing a meta-game soon as far as each sub-class goes. Its been out for almost a full 24 hours so I'd give it another week & we'll be seeing some interesting builds.
 
Vanguard's ground slam is pretty incredible crowd control without needing to potion, it also grants invincibility for a brief moment, and when everything's stunned they can't hurt you anyways. It also lets a rogue run through all the stunned enemies and backstab them all easier than two rogues could kill the same bunch. Bosses are a fair bit rougher but in several of them there's a few attacks you can just block through; they can basically shrug through the whole bullet-hell mode of the Beer boss for example. I haven't found near as much use for the Lancer or Defender though, perhaps the damage reflection trait is good with the Defender, I haven't tried it.

Haven't played Rogue/Mage much to comment on those.
 
Vanguard's ground slam is pretty incredible crowd control without needing to potion, it also grants invincibility for a brief moment, and when everything's stunned they can't hurt you anyways. It also lets a rogue run through all the stunned enemies and backstab them all easier than two rogues could kill the same bunch. Bosses are a fair bit rougher but in several of them there's a few attacks you can just block through; they can basically shrug through the whole bullet-hell mode of the Beer boss for example. I haven't found near as much use for the Lancer or Defender though, perhaps the damage reflection trait is good with the Defender, I haven't tried it.

Haven't played Rogue/Mage much to comment on those.

Problem with your comment about vanguard stun, is that ice mage can do it, and do it better. Ice mage has it ranged, and its basically the same perimeter. And the mage has a beam that can heal, increase damage, or make them invincible. So in the end, the mage wins, as long as you don't play like a reckless boy.
 
2. I agree with it completely, warrior seems to have no real use in a team right now. We're running 2 mages 1 rogue at the moment. Same thing as the dev's who cleared impossible I believe actually as well

I actually found an interesting use for the Warrior, although it's not worth taking him over a second Mage-

Use the Thorn shield perk and every time an enemy winds up it's attack animation, flick the shield on/off just long enough to block the attack and then go back to hitting them in the face.

Healing version of ray of awesome is actually not weak. Its not meant to be overpowered. If it was, there'd be no reason to take anything else, and mages would be called healers not mages.

It's extremely weak, and nobody said it should be overpowered. Rogue isn't called 'Healer' either, but he has a bunch of different AOE heals for the party. You're using a 3000G perk, using up an offensive slot, and losing your ability to make people invulnerable for being able to heal ~20% of someone's health every 7 seconds or so. It's terrible, and the Rogue's Bloodthirst is infinitely better for healing.
 
For the warrior: Tower is completely OP, it makes the warrior completely invincible to everything, and it lasts forever. Maybe there is a way to break it but I've not see it so far. Freeze doesn't, Real Missiles doesn't, heavy enemy attacks don't. Hell, you can stand in beer tower puddles and never lose health. This means a tower warrior on point can distract all the AI controlled minions and let the ranged classes kill them with impunity. All the DM can do is try to kill the other two while the warrior is occupied doing it, but it ties up so many monsters it's still a net gain for the heroes. Even if the DM does manage to kill the ranged? Never Surrender, a single button click revives the party. From any range. Yea...

I've used this and it works great, the probably is it's god awful boring having your job be to holding your RMD 90% of the time.
 
So far in my experience it just depends on what you and your friends want to run. Want a more "traditional" party? Get the warrior the sword+shield and take tower, then have him stand in the firewall your mage casts while your rogue backstabs his heart out. Want something different? Take an Ice mage for CC and freezes and use the hammer for good warrior AoE damage. It's all about striking the balance between damage mitigation and damage output.
 
For the warrior: Tower is completely OP, it makes the warrior completely invincible to everything, and it lasts forever. Maybe there is a way to break it but I've not see it so far. Freeze doesn't, Real Missiles doesn't, heavy enemy attacks don't. Hell, you can stand in beer tower puddles and never lose health. This means a tower warrior on point can distract all the AI controlled minions and let the ranged classes kill them with impunity. All the DM can do is try to kill the other two while the warrior is occupied doing it, but it ties up so many monsters it's still a net gain for the heroes. Even if the DM does manage to kill the ranged? Never Surrender, a single button click revives the party. From any range. Yea...

I've used this and it works great, the probably is it's god awful boring having your job be to holding your RMD 90% of the time.

Been doing this. Yeah, it works wonderfully, but it is kind of dull. On the other hand...seriously, how much punishment can Tower take? I waded into the middle of a room filled with stronger enemies while my friends threw bombs at me for four minutes. It didn't even change color.