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DreamWayfarer

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Everything posted by DreamWayfarer

  1. Druids are better, or at least just as good, at single target melee damage than Wizards, and much better than Priests- fact. Druids can heal and buff party members, Wizards can't- fact. Druids can do CC, and before high levels damage, better than Priests- fact. Druids tank better than unbuffed Priests and Wizards- fact. Druids are jacks of all trades. If you compare them to Priests and Wizards at what those classes are specialists on, of course they will come short. Plus, Priests and Wizards are the most OP classes out there. If Druids are nerfed, so should they be. EDIT: I am not saying I want they to be nerfed. I think we are too late in the game cicle to try to fix casters. I am just saying that it is ridiculous to assume the whole class depends on a single ability.
  2. This. No way Dyrwood is in the Southern Hemisphere unless the map is upside down from our perspective, which means the Vailian Republics are still closer to the equator.
  3. Still on Dark Souls 3. I may abandon my pyromancer, as I built him with no focus at all and expended way too many rebirths to still end up as a Glass Canon Jack-of-All-Trades-Master-of-None who has no idea of what gear or spells to use. May start as a sorceror this time. Or a more weapon focused pyromancer.
  4. Druids... aren't... a... one trick poney. Druids... don't... need... Relentless Storm. Nerfing it would only drop them from Wizard-tier to Cipher-tier at worst, or probably just make them have a bit less pure casting capacities as other casters. It wouldn't... wreck the class. All other druid spells and builds won't become useless because a single spell got weaker.
  5. What does Athletics now? Except for the climbing and swimming. It grants a once per encounter(I think) instant self-heal.
  6. Well... While Monks and Fighters are extremely viable and can be very powerful with 3 INT, I wouldn't say they retain most of their effectiviness as much as that they can afford to specialize in things that don't need INT more easily than other classes. I mean, in Fighters with high MIG, which are most Fighters who want to do high damage, INT can do more to make them reasonably tanky than RES or CON, due to their many self-healing abilities, and also gives a boost to Disciplined Barrage, Vigorous Defense and their limited yet often useful CC. But if you want the most passive and reliable character ever, then I suppose INT loses most of its appeal. On Monks, as a general rule INT decreases your need for wounds for your buffs, either by extending them directly or by making Wounds last more, and helps with Torment's Reach AoE and Force of Anguish AoE. So it is useful if you want to play a Monk that only takes as much damage as necessary to kill or incapacitate the enemy, but it isn't that interesting if you want a riskier playstyle or have a Priest.
  7. I finally broke down and took a look at the Dark Souls 3 wiki. I can't believe how easy it is to miss the Pyromancy vendor.
  8. After some time without playing anything, I picked Dark Souls 3 again. I decided to create a pyromancer this time, and while I did like my class choice, I am wondering when I am going to find the first pyromancy trainer. Or if I already missed him/her/them/it, considering how easy it is to miss the Sorcery trainers.
  9. If ASOIAF taught me anything, it's that you can't trust deserters anything living or dead.
  10. Depends on your build, here are two exemples I like: Auto attacking monster that puts rogues to shame for 20 seconds per encounter. And also a caster with a wide selection of damage spells, solid CC, and even a couple buffs and healing. Not bad. A shield-bearing off-tank that can stand in the frontline to cast powerful damage and CC spells with no fear of friendly-fire, and give much welcome healing to those standing close. Not bad at all. Storms are just the icing on the elemental cake. Nerfing them won't make Druids underpowered.
  11. You know, despite Barbarians being arguably one of the weaker classes, they aren't very far from other non-casters, and there are many situations I'd prefer a Barbarian to a Cipher or Ranger, so the fact Druids would be, in your (wrong) opinion on the tier of Barbarians, is actually a good thing, considering how OP the caster classes currently are. But even then, have you ever used any spells other than the storm ones after you unlocked them? Or tried to play your Druid as something other than a pure backline caster? Because Druids still have many other cool spells, and while without the storm spells they would be worse pure casters than Wizards, if we compare every class with Wizards there is no reason to build any party other than five Wizards plus one Priest.
  12. No, that is just wrong. First, Rogues are generally seem as weaker than Chanters, specially after Chanters get Dragon Thrashed. Second, Druids still have Spiritshift, which is more than capable of outdamaging Rogues, high enough deflection to off-tank in human form, and a very big pool of spells that may require more thought than their storms, but are still very powerful. Form of the Delemgan + Binding Web, anyone? Losing storns would be a big nerf, but they would become as strong as ciphers, instead of being on the tier of Priests and Wizards.
  13. But what about the delay frames between actions? DEX does not affect them(does it?), and they become more important the faster your actions get. Not that I am saying they would take all value of DEX, just a small amount of it.
  14. Are you sure? From what I remember, if you have non-zero recovery, DEX applies to it. I thoughy DEX was based on dividing the final sum of frames an action takes(action+recovery+reload), so in brute frame number, it had more impact with HIGH recovery times. Not that you shouldn't raise it if you reached zero-recovery, since in the end it still multiplied the number of actions you do in a given time by a very close number.
  15. In the grimdark of Eora, there are only corpses!
  16. Ignore those who say it is bad, it is a great game! Not without flaws, sure, but a great game. And after your first playthrough(or before, if you don't mind spoilers), take a look at the character builds and strategies forum. You will be surprised at the diversity enabled by the system obsidian crafted. The advantages of the so hated balance, I say.
  17. Well, melee weapons do generally more damage, and let you equip a shield gor extra defenses so there is a reason to keep a backup weapon on some of your chars, but generally you only want to invest into one and rarely use the other. There are exceptions, of course, like builds that start combat by firing multiple firearms in sucession before jumping into melee.
  18. Only if you intend to keep them throught all the game, as the only true advantages if doing so are less price(trivial after a certain point) and less XP fifference between your hired adventurers and the Watcher and story companions. Otherwise, Act 1 is completable with a party of four people.
  19. Hey! Wizards are also OP, and Priests make everyone, invluding themselves, more OP.
  20. Well, if Bleak Walkers are your thing, you can also pick Flames of Devotion, Intense Flames, Remember Rakhan Field and Scion of Flame. That is the true monsterlash in all its evil glory. Or you can have a monk with Lightning Strikes, Turning Wheel and Scion of Flames. Nowhere as much burst, but lasts for more strikes. EDIT: but then, neither of those are Rogues, so it was not much advice, right?
  21. More like lazy student who is actually quite intelligent, but cheats on his tests because it is such a chore to remember all the formulae.
  22. Dark Souls 3 is sending me back to the main menu because of connection errors even when I try to play offline. Is this happening to anyone else?
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