![]() ![]() It's really hard to justify them, either fighting normal battles or boss battles alike. In my experience, in battle debuffs/buffs except for stuns are a bit underwhelming in this game, bearing in mind it is alpha. It was hilarious and depressing at the same time. ![]() He was able to debuff the entire enemy team with Solo, created loads of combo potential thanks to his dirk lunges, and served as a de facto tank because of his obscenely high dodge rate. With a measly 5-7 damage range (fully upgraded) at level 3 thanks to his diseases, he still dealt more damage than my plague doctor with Harvest and Slice Off bleeds. I didn't want to make this post until my syphilis-ridden jester put it all into perspective for me. Accuracy, damage output, or dodge all feel thematically appropriate. ![]() Suggestion: Add a debuff as a secondary effect. I only ever take this skill because there's nothing better except Incision, which I normally don't use since my doctor's often in the far back. Since it reaches the back lines, 'why X when I can blind' rears its ugly head again. There are other classes that can do forced movement in a better, more controlled manner. Having it heal disease quirks would be extremely useful, but probably overpowered.ĭisorienting Blast is a mediocre skill. Simply healing some amount of stress or damage on successful cleanse would be decent, as well. Converting bleed/blight into healing (amount scaling with intensity) would be amazing and make the plague doctor feel like the DoT guy in every capacity. Suggestion: This skill could be buffed in several ways to augment the plague doctor's support abilities. If I've got the plague doctor around because there's no other non-insane candidate, I have bigger problems. If my wallet is so pinched that I can't afford to do that, I typically can't afford to have a plague doctor weighing down my party, either. If I'm worried about bleed/blight damage, I can usually pack some bandages or antivenom. If a buff is going to be single-target, it needs to be good to justify not using that turn on CC/healing/damage, all of which feed into each other and, indirectly, resource conservation.īattlefield Medicine has similar issues. Suggestion: Make it multi-target, OR add additional buffs on top of the damage bonus: speed, stress resistance, or crit chance all feel thematically appropriate. In every case where I've needed a damage boost - mostly bosses- I usually just bring a Hellion, or a Bounty Hunter, or a Leper, and use camp skills like Reflection or Battle Trance or Planned Takedown. Suggestion: Extend targeting range to 3rd slot, then you've got a good skill instead of an OK one.Įmboldening Vapours suffers from the problem that a lot of this game's buff skills have - they don't last long enough, or provide enough of a boost, to justify the turn spent using them. It has the smallest damage penalty of all the doctor's non-melee abilities, and does respectable blight damage. Noxious Blast is an OK all-around skill, by comparison. You could nerf Blinding Gas for being too good, but without buffing everything else, this is a bad idea. Not only would this free the skill from the shadow of Blinding Gas, it would also be mechanically interesting and help assuage the problems that delayed damage tends to have. One idea I came up with was to make it targetable anywhere, dealing damage and causing all built-up blight damage on the target to be dealt instantly. More damage, more blight, larger targeting range - anything. Suggestion: Buff or rework Plague Grenade. Stun spamming saves you so much health and stress in the long run that Blinding Gas basically salvages this class specifically as an anti-frustration feature. This is especially true with some of the absolutely agonizing backline NPCs you come up against, like spearmen, bandit arbalests and fusiliers, or cultists/courtiers. You can't beat a spammable two-man stun with a high debuff chance that can be easily amplified with trinkets. However, Blinding Gas beats Plague Grenade in almost every capacity, to the point that in almost every scenario where I've considered using Plague Grenade, Blinding Gas gives the better outcome. Plague Grenade: Both of these skills are cast from the back and hit the enemy's two backline slots. This might change with the eventual release of the Cove or Dungeon, but there are still other, lingering issues with his skills.īlinding Gas vs. Undead and Cultists, the notable exceptions, generally have low enough HP pools that DoT damage is less meaningful. I suppose he's unique in that his damage is blight instead of bleeding (often starting off with stronger DoT values as well), but the majority of enemies seem to have immunity or resistance to blight. The long and short of it is that while I want to use my plague doctor, in almost every instance it ends up being the suboptimal choice.
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