Soulash
General Jah 14 Oct, 2022 @ 10:00pm
are all the classes generic?
So maybe I am missing something but so far the classes seem to play the same pretty much. You get some level 1 cantrip that does a % of weapon damage. Then when you level up those skills do about the exact same but maybe have an area effect and a cooldown, but not much difference in damage. So you just cruise around killing everything you can with your same lvl 1 skill.

Bit disappointed that at least to me as new player the classes do not play very differently so far. Seems like a lost opportunity and as some of the guides have stated you pretty much have to stack int in order to increase damage.
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Showing 1-4 of 4 comments
Aargxl 2 Dec, 2022 @ 8:15am 
Well, it's not only the percentage of the weapon damage, that is just the scaling part. All of them have a different own base damage value it seems, and you are imo better off compaaring the fixed damage numbers instead of the percentage my atm strongest skill is a range holy hit, which has the lowest scaling - 20%.

But, if you are looking for a change, maybe choose more non-damage skills?

The classes vary especially by the offers of skills on lvl up, it appears we are near guaranteed to have our level-specific class skills appear as one of the three choices.
GR4V3 MIST4K3 7 Mar, 2023 @ 11:30am 
As a Nomad you have a run skill and can vanish so... that's something.
So far a thing I noticed is that melee skills besides the listed weapon scaling % also scales from the primary weapon damage stat (str/agi depending) for example, a bash with an axe gets more damage as you boost str, but with a spear boosting str will not increase the skill damage.

As for any sort of spells, I tried the same test but it will only take on the weapon's base damage into account if I only try boosting str/agi no matter the weapon type. But universally spell damage goes up when I boost int.
Artur Smiarowski  [developer] 5 Apr, 2023 @ 7:57am 
There are different types of movement abilities, single target, and AoE, we have different effects like slow / speed up, bleed, burn, poison, silence, piercing attacks, chaining attacks, disarms, deflecting arrows, knockback, fear, immobilizes, summons and more, including some utilities like creating light or growing trees that can obstruct vision for ranged characters.

But I agree that a lot more and better can be done, and for the sequel, I'm rebuilding the progression system to have more synergies between different abilities, ability enhancements, and passives so we have more choices to experiment with and build our characters.
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