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Jupiter hell vaporware9/25/2023 Originally posted by sylph:It's not that good on top difficulties. There are understandable peaks and troughs at various levels, and Tox's advantage in UV and lower is definitely one such peak. It certainly helps fill in the holes of toxicologist in UV, but outside of that niche, I rarely find it worth taking.) (as for remote hack - I never found it that great. Get hoarder for the inventory space for all those grenades, of course.Īlternatively, I sometimes build hacker and sysop and deal with the big mobs with information rather than AOE attacks.īut even when tox *is* the best choice, technician still feels behind marine and scout when enemies respawn, so while I can understand your concern, I suspect it will move elsewhere when you go above UV. On difficulties above UV, you might find that grenadier:2 does a better job than toxicologist for clearing crowds (and its not often possible to get both). Hell even juggler can do the job! Any of them help, but the incredibly dominant feeling of toxicologist falls off a ton on the higher difficulties there just isn't enough time to use poison gas well. To elaborate : tech's definitely need a way to deal with getting trapped - toxicologist is one solution, hacker:1 is another, and grenadier is a third. Honestly though, tox is a great skill, but nothing special later-on imo! (Good things lie ahead!?) Sure, I definitely agree that it makes lower difficulties pretty easy at a certain level of skill, but then any build can win there as you mentioned. Tox is not so dominant as to trivialise top difficulties. I agree with you for unlimited-time difficulties, BUT: I know firsthand that the game can be won with any Master trait, I'm just saying that some feel irrelevant. given the choice between taking no Master trait and no combo, I'd go with taking the combo) and not particularly enjoyable/effective. Note: If something has to go down, I'd say Blademaster or Sharpshooter both of which I feel are inferior to the Tox+RH combo (i.e. That way, the sets would be exclusive, and every optimal Technician build wouldn't have the same underlying structure. I'd be happier to see Toxicologist become a Master trait, and take over Wizard's conversion of smokescreen to a cooldown skill and Wizard take over the Remote Hack abilities. (And I'd expect most folks to agree that Remote Hack + Wizard + Toxicologist is the most consistent build, or at least up there with some rare equivalents that I'd argue would be more item-dependent.) On top of that, they fundamentally change the way game plays. They are so effective (near-resourceless ways to deal with large sets of problems and with the two combined, almost every problem for most of the game - which lets you to comfortably ramp up for all the rest) that I pretty much go for them with any build. Thing is, Technician's Remote Hack and Toxicologist traits feel wrong to me. I've been doing a lot of Fated UV runs, and I enjoy variety in my games. I've recently resumed playing JH after quite a while (I've been a fan of DoomRL since early days, and backed JH in KS played in the past intermittently), and I very much enjoy the current state of the game.
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