#Make Artificer not horrible
1 messages · Page 11 of 1
engi skins are kinda 
make it 5 full alt wins
also i did test out the vertical tec surge boost + sun sweep and its definitely a solid maneuver
also, forgot to mention earlier, sun (and maybe flamer? been a while since i played with it idk) procs on every hit so they scale hard af with these types of items and it kinda makes up for it imo. chackrams scale well with their own stuff too, mainly crowd control
Anyone know what changed in the "community suggestions we're looking into" bit four hours ago?
Sun scales with them fine, it doesn't do burn damage. This is about chakram and flamer, for which damage scaling by %TOTAL is 11% (at best) and 25% as effective as on sun or other moves that deal damage normally. Since those items scale off damage dealt, hit rate isn't a big deal.
Flamer deals 75% of its damage through burn, those rockets only scale with the other 25% of its damage.
these items are multipliers and not flat
as the other guy said, that is
so they literally just scale worse, as in, the value she gets out of atg is lower than people with mostly just direct damage, because most of her damage per hit wont be included
so she wants to look more for stuff like attack speed or toxin that can multiply both at the same time
she does have a few good things when it comes to some procs though
like
's aoe matching really well with the close ranged multihits
Toxin and Golden Gun don't work either.
Attack needs to be capable of proc'ing for them (or similar items like crowbar) to apply.
DoT and yellow pierce damage don't benefit
yeah they really need to change that kinda thing
I still wouldn't refuse a toxin on her, tbh
It seems unlikely that would change, but on the bright side, I got it on record that Commando's wound scaling quadratically with %damage buffs is intentional 
Or rather, a consequence of intentional design, foreseen or not.
It's not much, but it still gives value since if you're in range for chakram sourspot to hit, you're in range for toxin to activate
By the by, what does stacking gold gun or the toxin do specifically?
They multiply damage dealt by some factor, though proc items with %TOTAL damage use the original damage without multipliers.
E.g. with flashbang, 1 toxin and capped out golden gun, your hits deal TOTAL × 1.25 × 1.3 × 2.0 = TOTAL × 3.25 damage.
What does stacking them do?
Like, is there a benefit to more than one toxin or gun?
Stacking guns makes it easier to hit the double damage cap.
Stacking toxins increases the damage boost, 30%+15% per stack I believe.
Similar for crowbar.
artificial sun is questionable but whoever was complaining about blink arrow is flat out wrong
Aaah, thank you ae!
what, warp darts?
this is true: my suggestioins are to let the player move at full speed during the primary so you can maintain the correct distance, since rn everything just walks past it instantly, and replace the movement skill with ion surge with lower cool down and a longer duration for low gravity since the current one SUCKS its cooldown is absurdly high for a mediocre movement skill
those are good
TRUE
Make ice wall take priority for enemies even when they roll through it 
Everybody is talking about setup or the math and I'm over here saying that Arti just isn't fun to play
Though admittedly that's partially because she requires setup
sometimes i feel like people just dont read what i say. i know what you said was mainly about chackram, i know and have known it does burn damage mostly amd doesnt work well with those items as a result, and wasnt sure how flamer worked so i made it very clear that i didnt know for sure. admittedly i couldve mentioned flamers burn damage, but what i was saying is that sun patches up that hole in her gameplan because it does scale very well with total damage on hits.
^
I'm in a similar mind when it comes to her reliance on hard stuns. The sun isn't fun for me either, but it isn't weak, and some people find it fun.
in terms of default kit i need to play with it more but i guarantee devs know tjat it doesnt scale well with those options and find it fine despite it and at this point id be inclimed to trust them, but again i need to test it more
you were talking about flamer
in that sense thats what i was saying it doesnt scale with it, i forgot to specify i think
That doesn't really alleviate the fact that her primary fire becomes practically useless far into a run.
That some of her abilities still function doesn't "fix" that problem.
the sun is literally designed for u to use tec surge and movement to cut off ur line of fire with primary so u can use sun from safe places
not necessarily all the time but it works very well, its dmg carries even without primary a lot of the time
#1172256920745295993 message if u meant me i dont even know what to say i made it insanely clear i wasnt sure on flamer dont gaslight me LMAO
But you can't stand still while using it. How would you stay on the platform?
was meant to refer to that
and the chakrams cause i dont really think they get bonus scaling from anything
I dont know. u knoq what those words mean yes... feel like im going insane i readily admitted i wasnt sure
in the sense that they just kinda accomplish less than almost any other such multihit skill in terms of scaling
on flamer specofocally
While it's true you can play the game entirely with Localized Sun, if I wanted to play a point and click adventure game with music by Chris Christodoulou I'd play The Sea Will Claim Everything
deadbolt is a better point and click adventure
then dont play sun. and again, regarding primary, my stance rn is not everything has to scale with every item. but i am ADMITTING I NEED TO PLAY BASE KIT MORE TO BE MORE CONFIDENT IN MY OPINION MAKING THAT VERY CLEAR FOR U since apparently yall wanna ignore what i say and tell me im talking abt flamer when i readily admit im not sure on it
My point here, is that chakrams go from requiring setup for a high damage payout, to requiring setup for piddling damage.
"then dont play sun" but her entire kit is awful...
either way i hope they never touch arti again.
Sun is strong. I don't enjoy it, but it is strong.
so much whining thst makes no sense, amd some smaller percentage of actually well structured arguments but its like 5% mmax
How is "her primary fire becomes obsolete and that's a bad thing" senseless whining
no becuase we are all just bad at the game and list node is waiting for a scientifically structured argument becuase that is required to give an opinion on the character
unfort
The very idea that your primaries require enemies to be standing still is infuriating.
Your secondaries are alright, honestly, bit definitely don't feel as effective as they were in RoR2.
Your utility option is meant for holding things in place, but has an incredibly long downtime and very short uptime. It is required for optimal use of most of your abilities. Your alt utility gives that up for upwards mobility.
Your special is good, but slows you down a lot, for a long period, allowing most heavier enemies to beat on you for the duration. Your alt special has you basically surrender smart movement to use optimally, or at all.
Supposedly you can use the alt utility and special together well, but the only thing I can see with that is sending the sun straight down.
And finally, none of your attacks except your secondaries have hitstun worth anything.
few points to that
frower if used properly won't let anything that isn't flying hit you
tbf the survivors in ror2 are way stronger generally, so it makes sense that they are watered down compared to ror2
Golems
sun + tecsurge is indeed supposed to just be jump up, sun down and it works better than you may think
Also elder lemurians
and faster than elder lems
also again, peak jump height
their damaging hitbox is a lot shorter than their body hitbox
counterpoint: it sucks to use
Their hitbox is actually quite low
ur literslly just readily admitting you dont wanna actually make an argument younjust wanna whine, kinda sad
Honestly the only issue with airborn flamer is flying enemies and volatiles.
no you just obviously think you are better than the people who disagree with you and are here to argue
I'm more okay with flamethrower than pretty much all of artis kit, honestly
ice wall is bleh, orb is fine but you shouldn't be using it as a damaging tool
it's a stun
ur one of the like 4 ppl that actually bother makimg arguments and i appreciate that a lot which is why i respect what ur saying enough to admit i need to play without sun more to know for sure
It's definitely better than in 2
spear is awkward vs big groups but really strong if used properly
I can tell you my experience, which has been that she relies exclusively on flamethrower.
That doesn't scale particularly well either, but it's good enough for Monsoon.
i feel like the stun kinda loses its synergy with her m1 after u start getting elites and bigger enemies more commonly
especially blighteds
well yes
yeah 
i will keep that in mind as i test her in the future. a lot of primaries are way worse tjan characters other moves is another thing to consider, i.e mando, but if flamer scales bad too i could see the problem
i think the sphere is kinda just not very useful generallytho
i can agree her secondaries are her most underwhelming moves tjey feel like afterthoughts in my gameplay
Which mando? 
like whenever i was playing her i always felt like casting her secondary would be to my detriment
tbh I find wall to be her most underwhelming skill
I find it to kinda carry
true but the wall does have practicality
after stage 3 it lasts 2 seconds if that much
they just fulfill too similar of purposes to her other moves
true
Allows for the primary and special to have easy usage
Wall is better in this game than it was in 2, honestly
wall is super good in ror2
its a straight up good damage attack and does 20% damage to anything instantly
Artificer was just better in 2
For the execute? Sure, I guess.
its not used as a wall its just an attack in ror2
Wasn’t the execute 30%?
Mando's in a fine position, in my opinion, because his primary fire doesn't require setup. It's long range, low commitment. Arti's kit is largely tailored for use with Chakrams, but even low commitment primaries like Pilot's Clusterfire will outdamage it past stage 3.
could be i dont remmeber
I always just swapped it out for something else if I had the option
bird up
Mods, my dude
ion surge is flamethrower alt
Arti never had an alt shift
the alternative is Heretic
or, well, her utility anyway
true
Everything else in artis 2 kit was great(with the exception of flamethrower, but that's what surge was for)
after that its frower or pain
There was just something so fun about turning yourself into a bomber
huh?
i was an arti main in ror2 (before sotv)and ion surge carried so hard

especially after loop 1
it carries you if you need to gtfo but frower gives you actual proc synergy
which is the only way to deal any real damage late game
nah her ball and ice wall do plenty of damage
No
anyway this chat isnt about ror2 lmao
just dodge 5Head
i think the reason u dont see the potential in orb and wall damage is because you havent utilized them to their full potential since u dont use surge
lmao
I did use surge
especially orb
I speak from experience
its kinda reliant on surge completely
Is it so wrong to just want firebolts back?
idk i kinda like the idea of the m1
and it looks cool
it just needs
something to let you actually hit stuff with it
like running while shooting
I like alt m1 because yes
and maybe like slowing enemies that it hits or something
Hitstun, maybe?
I would play arti way more if she was more fun to play
As it is I'll stick with one-tapping everything with sniper, thanks
I like looting with Robomando so I’ll stick with that
Maybe this isnt what you mean specifically but i feel like some ppl have that mentality of if the character isnt as strong as x other character i like then theyre bad and need changing. Sniper is just unequivocally overpowered tbh, one of the best if not the single best survivor in the game if you know what ur doing (regardimg what crayssius said not casual redacted fan)
i think chakrams are fine
Erm Robomando is better than sniper
if there were to be any change i would say just damage or distance but its still pretty enjoyable to use
amd the problem is exacerbated because, as much as ppl like to meme on it, arti is genuinely harder to play than most survivors
id say sniper is harder to play than artificer

although maybe i just have a skill issue
movement speed helps the ability later on and hitstun isnt necessary for it. would make it too easy of an ability to use
i think character difficulty is just different depending on each person
interesting take, respect it though i dont agree. i think in terms of raw inputs snioer has more stuff to worry about, at least compared to default arti, but in terms of game theory arti requires much more thought to be effecrive imo
Sniper ain't that hard, and is definitely one of the stronger survivors. "Strongest" is tricky, because there are some survivors with outlier moves that can make them ridiculously strong.
Drifter, Merc, Loader, Huntress, lil' guy, possibly knifemando all have a move like that.
Then there's Pilot who's just stronk
Knifemando only really starts getting ridiculous when looping, but man he can get ridiculous.
Had an idea for a way for chakrams to be more fun. The functionality largely remains the same, with a couple exceptions: 1. Chakram partially deploys during flight, dealing at least 1 tick of damage and burn stacks. 2. Instead of stopping at it's peak, chakram slows and curves back around, acting more like a boomerang. It still deals most of its damage at its peak, but still burns close enemies and has better effectiveness without the use of ice wall or slows.
i dont think chakrams need to really change and with the aiming thing in development jump shooting will be really good for arti
I'm fairly confident what you're thinking of will not be possible.
how come
you can technically do it normally its just hard without the aiming thing
It was elaborated by Bizz at one point that they don't want to enable reverse-direction jump firing with an accessibility feature. It will not provide a significant advantage over not using it.
It may end up being possible, but they don't want it to be easy, that's for sure.
@ripe siren @civic dock wanna apologize for respomding as negatively as i did earlier, pointless to go into details much now, just getting told something i already new by two ppl left me feeling a little unheard, but i think it was mostly if not totally a misunderstanding and i shouldve handled it better
it s coo ll
No prob
thanks.
hmm. from the way i thought it was going to work was just you can switch which direction you are aiming from left to right and that was really it.
I suspect it'll kill your momentum to switch
yeah my assumption is that the button on kb when held will force aim that direction so if moving left, away from a horde, hold the "right aim button" jump then mash primary
you can kinda already do this with quick inputs but you inevitably lose some momentum no matter how fast u input
Maybe I should find the Bizz post
u kinda already said that tho
just to see what he said specifically
#risk-of-rain-returns message i think this kinda what we're talking abt maybe?
Still looking, there was also this
we spent some real time deciding when grounded deceleratioon applies midair in order to let skilled players do jump turnarounds if they're quick enough without slowing down, while not just letting you do that for free kiting.
yea it sounds like what i was anticipating was correct is correct but we'll have to see what its like whenit comes out
makes sense
yeah it is pretty precise to do jump turnaround shots without losing speed
I'm willing to bet it won't be as simple as jump and hold the stick the other way, buuut
at least effectively
im excited to see what they cook up eother way. will be interesting have two new keys to worry about to say the least haha, if i use it that is
if they still wanted skill expression with it they could just make it so you have to reinput the aim direction but honestly that just seems weird to do
limiting skill expression by how fast you can do something with your hands feels unfair to me
i much prefer the idea of having knowledge of the game effect how well you can show skills off.
fighting games in shambles. mostly joking tho lol theyre very different genres
I know bizz himself doesn't use the feature, which is why I'm unsure
I'm also not a huge fan of micro in games
fighting games do be like that yea but i think there are some ways to sorta alleviate that problem. mainly not making commands absolutely long and convoluted
and understanding the inner workings of a fighting game can help a lot in terms of skill expression
i forget who it was but there was someone who wasnt fast with their hands but they understood a lot of the frame data and got pretty far in a competitive scenario
btw next time devs in chat im gonna try to (as not annoyingly as possible) ask one of them whst the design philosophy is on chakram not scaling well is. cuz like they obviously know, but i wonder what the reasoning is behind making it that way amd leaving it that way. i.e do they thing it does enough dmg as is? maybe theyre meant to take on more of a cc role later in a run? idk but their thoughts would be interesting and devs have been pretty chill with spilling beans like that so far so heres hoping. if anyone else asks pls link response here bc im curious
i mean i think the dot is supposed to be your main damage
Originally it didn't even pierce, so it didn't scale with either crowd size or items well.
Now it has a little piercing
yeah its just rlly hard to compare damage because its all gamefeel
Burn is still single target though
can you not hit multiple enemies with the chakram spin and proc burn on each?
doesnt it full pierce now? as in hit all enemies it passes, or that touch the spin hitbox? i thought tjats how it worked.
No, only one target can be hit by each burn tick.
Yes. It's partly why it's the worst scaling ability in the game.
I asked Dee about it, once, but got no reply. Given there was no piercing whatsoever at first, I assume it was intentional.
so wiki says it hits 5 times at peak, ur saying if thats on top of ten enemies its still only 5 burn hits, not 50?
Yes.
so what it will only hit the top most enemy?
Not entirely sure how it selects which enemy to apply to, but it's one enemy for each tick.
i feel like that cant be right but ive never tested it. it doesnt feel like thats how it works but ill have to pay more attention to it
though in a pile of enemies idk how im gonna be able to tell
This is from a while ago, but here
yea same it never seemed that way but i havent exactly put a lot of time into testing it
I have B)
i think the use of multiple chakrams makes it harder to tell
yeah i can see the enemy on top definitely not taking burn ticks sometimes thats interesting
its weird cause you see one walk past and has the burn ticks
You can do a TTK test as well, one use of chakrams at level 1 right off the bat should deal 390%, enough to kill a golem before difficulty scaling kicks in. Stack 2 of them on top of eachother and you won't kill both.
i think its just selecting targets by proximity, maybe random if equidistant
Woops, forgot, that's with a custom setting trial
where I set 100 base damage
you'd have to do some shenannigans to test it
but is that with or without the toss and return effecting it
given that i feel like they might be too strong if the burn ticks had infinite pierce lmao
but idk
cause doesnt the toss and return hit once
the toss return hit all enemies i think but dont burn, right?
It works like this:
Chakram can hit all enemies once going out, and once on the way back. Of all of those hits, only the first hit to the first enemy will be affected by procs and damage modifiers.
At the apex, the chakrams inflict burn five times to one enemy. Each stack deals 10% damage 6 times. They do not otherwise deal damage during this phase.
i think the fact that u can throw so many of them kinda makes up for it maybe, or at least that seems to be the design intent. like if youve got a whole group behind ice wall and mash them
but it is weird that her design is like group enemies up and then she doesnt have pierce on her primary lol. ig flamers better when you have a big group, which is probly y you mentioned it carries
So:
90% damage to all targets hit.
300% burn damage in total, does not pierce.
Proc and damage mod items only affect one hit of 45% no matter what.
ig to an extent the chakrams are better for when just kiting around instead of against grouos. not speaking on procs atm btw just like use cases ig
Flamer scales much better with crowd sizes yeah
wish i could get like a rolling avg dps meter for runs or smthn lmao its so hard to talk on dmg without numbers
Oh I've got a dps calculator I've been making, originally inspired by chakrams
as part of the ability testing spreadsheet
cuz like idk maybe im wrong but devs seem to think they do great dps for a primary in the right cases at least
oh sick
Stage 1 they deal 125 continuous DPS to a single target, and only Sniper can match that as far as I know. For comparison, Pilot's Clusterfire deals 52 DPS to a single target.
But let's say you're at stage 3, level 10, at this point you have a toxin and one or two golden guns, or some other items that boost your damage one way or another.
Her chakram DPS against say, 2 targets, is at this point 650 DPS.
Pilot's Clusterfire deals 684 DPS in the same scenario.
they do their main testing on rainstorm tho so idk might not apply as much.
and that would be an even worse comparison for arti against bigger groups right?
i guess they really do serve as a kiting and single target tool more than anything
and flame/sun does the heavy lifting
Not quite, clusterfire has diminishing returns piercing.
But compare it true AoE attacks, or clusterfire with a few more items, and well
yeah like 20 targets vs enforcer shotgun in shield, as an example, with those items i feel like enforcer wins by a lot
bc full pierce
It isn't even close lol
yeah lol
in a way it kinda makes sense bc when ur kiting around with them with wall and stuff om cd typically only a few enemies walk over them during flame spin, but yeah good to know chakrams arent great for tight crowds (which is pretty unintuitive design imo)
i guess when ur looping and stuff tho this isnt true bc the whole screen is enemies
If they scaled fully with crowd size, they 'd be okay.
If they scaled fully with items, they'd be okay.
They are uniquely bad in that they do neither.
But they're very strong stage 1, so hey
¯_(ツ)_/¯
they certainly have a... unique position in the game lol. i dont pay a ton of attention to soecifically how i play but thinking back on it towards endgame i kinda just throwem out while kiting and thats about it, and i guess they dont seem to do much? its hard to tell. can definitely tell against like wandering vagramt or something tho lol
ill have to keep more if an eye open for it all
u know thinking on it maybe her secondaries do fill more of a role than i thougjt, given all this, they have full pierce/ aoe after all
Doesn't golden gun work differently tho
It doesn't add to the damage Stat just does extra damage to the enemy
Golen Gun only applies to proc-able damage.
Same with Toxin.
So wouldn't that take away from the damage calculations of chakram
It does.
It's already factored in 
Oh you know what, I just realized I was applying to bonus the 90% of the chakram damage rather than 45%
Wouldn't this be a sorta unfair comparison
So ever so slightly worse for chakrams 
Unfair in which sense? It's certainly not doing chakrams any favors, but most items don't. Even if you consider other effects like boosting attack speed, it benefits both equally. You won't be able to add items that benefit chakrams more than other abilities.
The most 'unfair' thing in that comparison is just how good golden gun is.
i guess it is a single target oriented ability vs a partial piercing one but the item diff is pretty clear. and its still baffling to me thay chakrams are a single target abiliry lmao
i guess 90% to all enemies on every toss is decent. probly why they dont feel totally useless by the end of a monsoon run, but its nothing impressive of course
I'm more so getting at the fact that it doesn't take into consideration the dot. Unless the dot is applied similarly to bleed
The dot is taken into account.
It's pretty similar to bleed, what specifically are you wondering about?
I think I'm not getting across what I mean.
i know devs have said main testing is for rainstorn, amd its an assumption but id wager that main testing is also done with runs to provi, not loopimg and in that context chakrams still fall off a lot of course but the numbers at least make them seem usable enough at the end of a monsoon run to provi with ur other abilities doing more work
but i can see how they probly could be given at least something to let them keep up in longer runs, unless her secondary can carry harder than i anticipate
Yeah. They're also not the only attack with poor item scaling, CHEF's primary has the same single-target limitation to procs.
Though scales better with crowd sizes
dang thats rough (makes the alt cooler by comparison at least lmao)
which i think can peoc on all hits
Think it's a normal melee swing so it should
think ive seen bleed on a whole crowd idk tho
Ok so basically what I'm thinking of is how golden gun isn't properly applied to the dot so I feel comparing something that works fully with it and something that only partially works with it unfair.
That's the issue though. Nothing works with the dot, save for a single red item.
The Hit List.
thats kinda the point tho, chakrams dont so well with almost any on hits, like hyperthreader is an exception simce its flat dmg but theres not many in the game
wait is hyper flat i think it is
And about how bleed and burn apply, from what I know the bleed damage is based on the attacks damage instead of the characters damage
Idk if it works the same for chakrams burn
Yeah, bleed from Rusty Knives is a %TOTAL effect
wiki says flat. but yeah its a very specific item dependent move.
Chakram burn is 10% base damage for 6 ticks, giving 60% base
of there was more % of base dmg effects in the game it would actually scale really solidly i think
bc the full pierce on toss would proc stuff
For bleed? It shouldn't. It was flat in RoR1 IIRC, but not RoRR
oh no i meant hyperthreader sorry
Chakram firing speed isn't that good. It's pretty normal.
i guess it doesnt say flat butnit doesnt say total soni assumed
but its a proc chance for each enemy hit right? unless it works like chefs cleaver
Hyperthreader is % base I think, yeah
I guess one other thing then, does the Chakram still do damage while spinning or is it only applying the dot
Works like chef's
wadda hell
There is one (1) proc chance per chakram, scaling of 45% damage
they really gave this thing no scaling 😭
Only dot
Every time I talk about this it feels like everyone assumes it can't have as much stacked against it as it does
I mean personally it just never felt bad
i think the game feel of it is a lot better than it actually is lol. like it looks like its doing a lot
That's because it does silly high DPS right off the bat
To a single target, without items
6s
Doing judgement was really fun with her because the chakrams felt as good as they did
thought so thanks
Judgement is good because you always get multishops
and hit list
So you can try to avoid things that scale poorly for her
omg this has over 10k messages
does flamer have it this bad too? i guess it at least hits all targets, can it proc on all hits (even if weak ones)?
Was a poor choice, can only proc once from chakrams for low damage, can proc well from flamethrower but only off 25% of its damage.
But you made it work 
I mean hey it still did a lot for me
i think atk speed is like the only thing that works well for them
Flamer procs on every hit, and it hits 20% more than it's supposed to.
Granted 75% of its damage is burn ticks, but still.
Nothing to sneeze at even then.
interesting. maybe it needs that extra 20 given the chakrams 
yeah in general if not taking sun she seems like a very "kill provi amd nothing else" character.
sun seems like her only great scaling, though maybe pulse spear works better than i know
Flamer is still strong enough to loop, because it scales well with crowd size.
Does justice and lopper scale well with chakrams?
And has silly high damage.
oh sick
I still don't think it's great
But like, so long as you either scale well with # of enemies or items, you're probably fine
I honestly don't know but I'd wager they still only apply to the first damage tick
its cd is like 13 sec right? crazy that sun gets near full uptime in comparison
Lopper I would wager would work like thay but justice might not since its defense shred
i feel like reduced armor should be the best thing for dot damage but it probly doesnt even apply
from what im hearing
Even with the long cooldown, it's got similar DPS, and both scale well with crowds.
Sun scales well with crowds and items, though.
I think you're likely to waste more uptime with sun than flamer, too
thats 100% true yeah itll sit off cd unused sometimes bc the time just isnt right, unless u get lucky with a ton of damage items and can face mash almost everything lol
Lol lil guy
do we know how nanobomb and pulse spear proc btw? id hope its more than 1 enemy each at least
also is it consistent that white number hits proc and yellow dont? so i can test quick questions like that myself in the future
They proc on everything.
Different colors are used all over the place for stylistic purposes. Wound damage is red, but it can proc, though that's a unique case.
White = can proc is a decent rule of thumb
cool. glad secondary is a reliably scaling move
As far as I know the only piercing moves that can only proc once are Dice and Flame Chakram
them 2 really got the short end of the stick huh
Dice was silly overpowered in RoR1 due to a bug, supposedly, might have something to do with the harsher treatment
It's still pretty good even with single proc action though
It's not the abomination onto all of humanity that it was in 1, but it has good reach, power, and rate of fire on something that pierces
Also it's an AOE on an M1, which means it can go full blender, unlike basically every other aoe but enforcer's default m1 with like 20 syringes
Pierce, Riot Shotgun, Shrapnel Grenade, Whip, HURT, Tri-nade, Mortar Barrage, Crush, Throwing Axe (scorching), Festering Wounds, Corrosive Wounds, Laser Sword, Knuckleboom, Bullet Punch, SLICE, and Blunt Force all all AoE primaries tho
Half are melee, but plenty aren't
And very few of them can go full blender
What do you mean by that
wait whats mince
Woops I meant SLICE
knuckleboom very much can
ahhhhh ok
Basically, full blender is the point where any given attack is rapid fire enough that it's sheer damage instance count per second is near impossible to calculate without slowing down footage
I'd say plenty get to that point. Melee ones, obviously. The only one that'd take a while is Pierce, and that just because it's high damage low RoF
Bullet Punch as well
Not a lot of AOEs can actually reach that point in a particularly feasible number of syringes/coffee, partly due to them having charges, startups, a reload in one case, or an overhead lob trajectory
Don't sleep on the overhead lobs, Throwing Axe is amazing
It is amazing, but, part of full blender is also immediacy, and any arcing trajectory by nature cannot be immediate
Until maybe hopoo decides to commit warcrimes by adding an item that increases projectile speed
Overhead lobs also for some reason get more lumped in with a terminology called "carpet bombing" as opposed to full blender
Despite carpet bombing irl more being a haphazard wall of explosives
Though I guess with Behemoth and throwing axe, it very much could be
you're not going blender with chakrams, you're going blender with flamethrower
especially when you pass stage 2, the wall usually dies instantly before you get a chance, even while mashing m1
I never said with chakrams?
Ok so I finally put in some time for sun arti and its interesting
It's definitely strong but it feels like I'm only using the sun. While that's fine it still sorta feels weird
Yea thats most of why I dont like sun much
Its good, it just takes over a bit too much for me
Any more than flamer, though?
Or is it just the fact that it's easier to tell, what with it having so little downtime and requiring regular attention.
Flamer is mostly a late game thing
i know weve talked alot about how chakrams are kinda weak but they still feel fine throughout the run
With sun having only 1s of cooldown you have no real reason to not always be ballin'
Or well
1s downtime I should say
it has a lot of things it can work well with too so it just ferels like im just using sun becausee its so powerful
Meanwhile flamer is your delete button thst comes around every once in a while so you dont wanna waste it
Gives your other abilities some more room to shine
it being the main thing isnt so much a problem just something i realized
Im not saying its necessarily bad
if there was more control over it tho i could imagine actually using my other abilities more
Just that I prefer frower cause I find the rest of her kit more fun than solar ballin'
That's my take, more or less. I don't really like the concept behind Sun, regardless of its strength.
so is crowbar multiplicative with the other dmg % increases or is it an odd one out?
Yup.
So by the same logic, there is no way to increase atg and other total dmg procs aside fron fire shield stacking and some of these items increasing their total dmg per stack?
I can't be 100% certain of that, because it could be that some of the multipliers factor into %TOTAL, but I have my doubts.
Apart from what you listed, there's also Wound.
Wound affects total dmg from procs?
Not exactly 
That's ominous
Wound creates a second hit for (50% x number of wound stacks) of direct damage delt, which includes damage modifiers.
The wound hit itself can proc (and is affected by damage modifiers)
It doesn't show the number of stacks currently, but that was just a small oversight.
It'll get fixed eventually, according to Dee
So it's like the acrid alt m1 but on steroids
Acrid alt M1 is just a regular damage modifier
Or do they use the samw logic
Wound is unique
Wound isn't even a damage modifier

If you hadn't worked it out yet, by the way, all damage modifiers are multiplied into wound damage twice in the end.
Which means they're all squared.
Yeah
Since it takes your dmg then does it again and multiplies it again
Double dips
Interesting
So commando has the highest dmg potential atm
Alone that is
A gold gun, 3 toxins and a backup mag can give you 10x damage
Combined sniper + commando would be the highest single shot dmg possible

Realistically it'd be commando, acrid and sniper
Oh yeah stack one more multiplier
Realistically it'd actually be commando acrid bandit and sniper
Acrid and commando's debuffs have no caps, though, so there isn't a max damage number
2 acrids will always beat an acrid and a bandit 
Well, probably anyway
Idk considering the multipliers are multiplicative
and 2 commandos is better still
The thing with wound is it wears off faster than the knife recharges, but 2 commandos can keep it up
Does re-applying wound reset it's duration?
yes
Wicked ring + some alien heads commando
The new and improved merc
Keep in mind it isn't easy to get the ball rolling on that
Not without command anyway
Yeah true
And commando isn't a crazy early game survivor
Even with shotgun loadout his dmg vs elites/tanky enemies isn't anything to write home about
Not early that is
The easiest free win is probably putting ame in a chest and playing laser turret engi
Or just engi in general
(For looping)
Idk what straight-to-provi people do
Just play sniper 5Head
Sniper boring
Did a bit more testing, and at least some procs do scale off some damage modifiers.
Rusty Knife seems to scale with Toxin and Crowbar, but not Perfect Reload.
That makes sense bleed is dmg not total dmg
So perfect reload scaling it would be weird
Rusty Knife is % TOTAL
Eh?
Oh
I had been oblivious to this all along
Now test for procs like uke or atg/sticky bomg
Also how to all of these interact with brilliant behemoth?
Ik that drill interacts with it by putting the explosion on things it pierces and at the end but no idea how multipliers or procs work for it
Wish we had a test mode
Where we can just add and remove items
I have no idea and I'm pretty sure behemoth damage is displayed with randomization.
I tried it for a couple minutes and realized I'd need a better test.
Commando scales basically twice as hard as everyone else
Pretty
good
Exponentially harder in fact
No quadratically
Same difference
The difference is pretty important 
(jk being pedantic again)
The point is the scaling is ridiculous
The best scaler in the game
As I said so-so
But FMJ is one of the better skills in the game
He's not bad but he's not on the level of ame engi or alt merc
Or laser cyclone huntress
Hit everything in a line on a 3 second cooldown
Every hit can proc
Does good damage
FMJ shotgun isn't a bad loadout
But if you can manage to group everything up and live during that process
Knife shotgun kills everything
Not bad, but not amazing
My criteria for judgement is how easily a survivor's loadout can get them started into a looped god run
And commando isn't bad nor great for the early to mid stages until he gets some key items
Knife shotgun will kill anything that gets in range and doesn't win the quickdraw, FMJ shotgun has a tool for basically every grounded situation
Single target distance? It has double tap, multitarget in a wide spread or at a distance, FMJ, either up close, shotgun blast
Commando in this one's a bit of an all rounder with specialization in items, as iirc both shotgun and fmj have independent item proccing capacity, unlike something like Dice which only has item proc for the first hit on an enemy
ive been saying this since day 1 fmj is like a hidden goat
ok maybe not goat, but its a lot better than it lets on
flamethrower pretty much takes up the entirety of her power budget so a lot of the times running away and waiting for flamethrower cd is the best option
what the fuck are you gonna do
throw your worthless chakrams and miss them
throw your barely lethal nanobomb
flamethrower with shattered reflection is how I play artificer
also it opens up tectonic surge
whats today topic?
thank the devs for the beautiful game they gave us
Nanobomb stuns??? which lets you use your chakrams???
also ice wall goes crazy
as aforementioned the stun goes away before the chakrams reach the endpoint
ice wall has no execute zzz
nano stun is like 4 seconds long
They dont
Like what? Ion bomb stun lasts a really long time
that's because you use it on lemurians duh (just flamethrower them away)
No? 😭 Even on fuckin frenzied crabs they stay stunned long enough for like 2 volleys
I don't have better comparisons I mostly played her on Judgement
yeah it gets the full duration on any enemy you can stun, even stuff like imp overlords
elites take less stun but you can still get a chakram volley off on them
i haven't been playing a ton of arti lately because the accessibility setting to auto-mash certain primaries doesn't work properly on chakrams atm but she's absolutely a viable pick
bro never hit an elite enemy in his life
its not long enough
just because it stuns them for long enough for your projectile to hit them
I literally played judgement sharti bruh
she is really good
one of the best in terms of dps
and her ability to deal tons of damage while safe is unrivaled
(Wall + ion bomb + flamethrower)
arti is one of the weaker characters but the gap between her and others is very small
she's not a braindead character like drifter or loader but she can be very powerful if played properly
arti's weak point isn't her damage output, it's her durability
well yeah shes a glass cannon isnt she
as she is, yeah
i'd say she leans a little too far towards the glass side of that equation - not much, and not enough to make her bad, but she takes a bit more skill and composure than most characters
i'd probably just give her better regen/regen scaling if anything
most of the stuff that really destroys her is overtuned in general and just as much of a pain for other chars
I mean in judgement you deal 1.25x dmg

Ok so like, 2 more chakram volleys
yea honestly arti isnt bad just different
She just takes a little more skill than most survivors and everyone hates her because of it
I agree
the thing is comboing takes time
you get hit during said time
if you run away and just use the good parts of the combo instead you don't get hit
flamethrower makes up 70% of your damage anyways it's a bargain
doesn't help that you basically have to stay in melee range to land chakrams
No you dont
You drop an ice wall, Ion bomb, chakrams and flamethrower all at once pretty much
melee characters go melee because they have iframes or aren't melee but has it as a defensive option (acrid) or are melee but don't use primary (mercenary, han-d)
(acrid outranges you tho)
no tectonic surge
me slamming my keyboard to smithereens to deal 80% of an elder lemurian's healthbar
(flamethrower did 60% of the work)
you know if you could manually detonate local sun I would probably use that over flamethrower
manual detonate on sun would be too much
Who the fuck plays han-d without using primary
with melee i thinks its just weaving in and out of combat
well duh you have to make sure its safe to go in.
yeah. And since you don't have iframes it's not safe
I only punch to farm drones rlly
once I got the drones I just clear with them
the arti talk should stay here. not a thread meant to be about the abilities being good
the talk was relevent to your thread..
@ripe siren crude proof that acrid + commando would have a higher overall scaling than 2 commandos
since there is more multipliers for wound to double dip on assuming both characters hit the theoretical attack speed cap (1 attack per frame) so 3000% on one commando and 6000% on 2 of them
kinda referring to a very old discussion that happened here but my OCD wouldn't let me not calculate it to confirm my theory
...and this is in a thread about balancing arti because...?
theres been a lot discussed here
because seemingly no one cares what the thread is about as all sorts of things are discussed here and this was discussed here so I didn't know where else to ping them about it
i think the moderators should just make this its own channel at this point
true
Yeah, I figure
general chat 3
Does increasing attack speed do anything for how fast the Artificer hovers around while using Flamethrower?
I thiiink that'd fall under movement speed?
attack speed decreases your time in the air
Mm, that makes sense since it would cause the animation to finish quicker, I figure, but I'm not sure if it'd impact hover speed as well.
iirc flamethrower gets more hits with attack speed
No artificer discussion allowed to the artificer thread
so anyway engie alt turret amiright
what's the deal with airline food
Oh, really? That sounds pretty neat. Will have to try timing it or something.
a few skills do
commando default special and han-d alt special definitely do
eviscerate doesn't, there are a few i'm not entirely sure about like arti alt special
drifter alt utility acts very weird afaik (the entire attack goes on longer but idk if the rate at which hits are done speeds up) and is probably bugged
AKTHUALLI
commando default special doesn't IIRC

it's just that if you have wicked ring and enough crit you can eventually use it as if it was a constant stream of attacks
with some attack speed
hmm I'll be damned then, did not feel like it for sure
it does, it just doesn't scale very much so you need a lot of attack speed to notice it
It would be sick if the local sun only moved when the button for it was held cuz like goddamn it’s annoying doing the left right shuffle with it
Very controversial opinion, I like how she plays
It'd be neat if her Ice Wall was properly solid similar to Ifrit's and could get more durable over time. But maybe mods can fill the gap there eventually.
I had to hold page up for 2 minutes to get to the top of this thread
apparently this thread seems to be pre arti being bad... so i guess people think she is still bad?
imo she has been fixed and is very fun to play
This was like a day or two after release
i figured seeing what the original post said
when was she updated?
i think shes pretty good now, i think the only thing id like to see is maybe stun scaling with the charge of default m2, and a default 2 stock for tectonic surge
The issues with the Stun on nano are imo a general game problem. Stun being less effective against Elites, while it makes sense on paper, in reality just makes it suck in CC. I still think the sweetspot gimmick has no place in a 2D game
imo the sweetspot only makes sense in a 2d game
would be much much harder to make feel anywhere near as good in a 3d one see: ror2 arti flamethrower range being completely underestimated
and i think its applied well
The sweet spot is pretty easy to get most of the time anyway.
with the m1 bugfix even not using the sweetspot religiously you can do as well as most other survivors
i think if alt secondary did more damage than default secondary i wouldn't take it still bcuz i think stun is pretty valuable even with elites lacking the length
its usually enough to get a couple chakras in
dunno if im alone in that regard imo m1 and flamethrower already do a lot of damage i dont often need the damage of m2 but i'll take it yk
in reality just makes it suck in CC
It's fine for every other character in the game, because reliable CC was never essential for them.
Knockback doesn't have the same problem, either, so it's far more reliable
For e.g. HAN-D's primary
Sweetspots imo only make sense if it's an epicenter gimmick, as in "do x in the area, the center does bonus." The lack of ignite anywhere other than the sweetspots and the complete lack of hitstun on the chakrams still makes it very clunky to use properly. Using the Sweetspot doesn't have to be hard to be bad
Ultimately, sweetspots just lie about what your actual range is, and that's just bad design
chakrams are meant to be used in conjunction with your secondary and utility
the dependence on the sweetspot is the entire point of chakram as a skill
even then once the hordes are big just throwing them out there as you run away ur likely to get all of the 5 burn hits off anyway. its ironic because they feel like good crowd damage when they actually scale pretty poorly with crowds because only the send and return hitboxes have pierce and each chakram only rolls for procs on one hit, yet the burn, which is most of chakrams damage, cant pierce or proc at all.
thinking about this more. id actually pose that the sweetspot becomes less important as you get later into a run. for context, the pierce on send and return do 45% each, while the burn does 300%, #1172256920745295993 message if against a crowd of say, 20 enemies, having them grouped up amd hitting them all with both pierce hits, (ignoring potential procs), would be 90% x 20 = 1800%, while the 5 burn hits are still totalling only 300% since they cant pierce, hitting only 1 enemy each.
not much a point to this, just an observation on the weird chakram mechanics
now that im finally, under the legal definition, good at artificer, i can say some more involved thoughts on her alt kit and what could be done to help it out a bit
pulse arrow: by far her worst skill. the arrow is slow, which isn't exactly new for her secondary, but the way it works with backup mags makes it extremely hard to use if you have any since it has a pretty long casting animation, and its stun seems very inconsistent (does it even have a stun? i honestly couldn't tell). i wouldn't mind if it stunned for about half as long as nanobomb because its potential to proc on-hit effects is theoretically good
tectonic surge: fine mobility tool but i never actually used the platform, not really much to say about it honestly
localized sun: i mostly used this to pepper enemies out of reach that i couldn't really deal with up close, but against flying enemies arti's entire game plan kinda fell apart and i couldn't use this effectively against them at all (had to rely on pulse arrow and my active item). feels very awkward with three red whips which i got in my run lol, but i even found it to have a bit of chip damage for providence which was nice (i always play that fight like a sissy)
you can use localized sun in pretty similar situations to flamethrower honestly, it just lacks the height and "safety" that her main special gives you. it doesn't tend to do enough damage to stagger so you end up having to kite a lot, i think my space bar is in pain
pulse: i agree her secondaries feel a little lackluster and the backup mag thing is unfortunate. it stuns if you don't pulse and it only fizzles out if it exits hurbox area so if enemies are in a tight line it can stun a bunch. best use imo tho is for damage, since against lines of enemies you can spam pulse and itll keep hitting new enemies and stay alive as a result (each pulse doing 450%). i think i need to get better at using it personally but idk.
tectonic. the plat is good for standing out of reach of hordes and hitting them with sun. for many enemies single jump height is good enough, in other cases you can jump off ropes or cliffs for more distance. the antigrav can be useful for floating around while moving sun left and right across a horde underneath you, just do vertical tec surge, hold jump and you get a good 2ishseconds of floating, a lot better with hopoo, rusty jetpack, photon jetpack since you can combine the effects and it makes antigrav last longer.
sun: many of the ways to use this involve hitting enemies from a safe place, as you mentioned. for hordes its damage is typically good enough on its own, especially with a few on hits, which it scales nicely with. in terms of using it more aggressively, its tough but doable sometimes. using tec surge to gain distance and stun the horde, and either using sun before that or after, plus pulse spear can do good damage. in some cases you can stand on a tec surge plat where taller enemies can get hit chakrams (i.e parents) and you keep the sun below you hitting the horde. in some cases when ur run is strong or you have good vertical mobility you can just spam jump at the horde while you move sun around.
i agree 100% its biggest weakness is flying enemies, since nowhere is safe from them. the best use i found for it against them is if you have good mobility running until you have some space to put it on them for a while. other than that you can really only get it on them for a sec or two before u gotta run
imo it's better to use pulse spear against flying enemies if you're close to them because you really do wanna be running and the sun does Not Like That, but it's pretty much out of necessity of not having any other options. i have seen the spear do some solid cleanup on them before, it's just very hard to use well
sun when they're far away is fine but look out for volatile swifts and stuff, i had to deal with quite a few of those (good thing i had 2 tesla coils)
yeah tesla is a godsend for temple lmao. and true on the pulse spear thing, i forget about secondary a lot of times that i should not
overall id say altrificer was kind of a miserable experience and normal arti or 1121 arti is like way more fun
not having ice wall for the sun and lacking nano bomb leaves you feeling like a fish out of water much more often than im comfortable with
my preferred loadouts are 1111 and 1112
i like 1222 a fair bit. sun being as strong as it is on hordes is really fun. having to run from flyers is probly the biggest thing i dislike about it. Dee said (u probly saw), that ice wall is better with sun than tec surge is so i gotta try that, ive always done it with tec surge
thinking on it flamer probly has the most leeway to give up ice wall since you can float with it to be safe wheras sun doesnt have that luxury
that's what i was thinking
and tec surge works, like floating around or standing on plat, but you cant use other abilities while doing that
plus, sun appreciates the decoy factor from ice wall much more than flamethrower does
though for 1112 you won't have a way to get up 2 block ledges 😔
flamer has a decent amount of leeway with most enemies, still benefits from wall some though
i like having wall for chakrams/nano regardless though
i think nano itself can kinda help chakrams for if you don't have a wall, even uncharged it stuns
wall is very versatile yeah. good on any arti kit imo
yeah wall is very good in general
but surge is good too, just doesn't mesh that well with some of her skills
to be honest i beat altrificer specifically so i could be a registered hater without being rebutted by "you just don't know how to play her" but now that i know how to play her i feel empty inside
or do stuff like wall -> chakrams -> nano -> chakrams
lmao, thats the arti pipeline. at first i thought sun sucked bc i parroted my friend and then i put time into it and was like, wait, its good
she's probably the character that needs the most kiting overall because of all her long ass cooldowns
i spent a lot of time running away and throwing back chakrams
i don't mind being a pulse spear hater but sun is goated and surge just kinda isn't for me
and because of this id argue that uh yeah
...she's not all that good in the grand scheme of things
thats fairly true. you'll be running while doing jump turnaround chakrams a good amount of the time. i think she of everyone requires the most attention on the terrain, since ledges that force enemies to jump which slows them down, ropes, gaps etc can allhelp you get out chakrams and abilities
as far as general efficiency/ease of doing a run
but im not sure if there's necessarily anything wrong with a challenge mode, and her kit actually works
arti is one of the weaker characters but she's only slightly behind most of the cast imo
like if ur using nanobomb hanging on a rope or waiting at a cliff and waiting for a group to form under you then charging as you fall and releasing it to hit them all at once is decent
yeah sun still works normally even if your movement would otherwise be blocked
jump off a ladder, use it, catch yourself on the ladder
of course all of this is still a rather slow campy playstyle
you don't need to camp super hard with sun
yeah if you want to move it up, you jump, fall then climb up, you can move it down more smoothly though by holding down and spamming jump
playing aggressive with sun often just lends to artificer putting herself in a lot of danger, especially with elites resistant to stun
you can certainly do it in certain occasions but it's very risky
(that is, trying to use sun alongside primary fire on flat terrain)
dee said pulse spear is supposed to stun on pulse but doesnt in current patch that will help a good deal with that i think
because you can sun > spear > mash pulse to get some safety
as of now mash pulse just does damage, and if you want stun you have to not pulse so it fizzles. elites still a problem but the stun is happening much more reliably at least
this is kinda true but sun also does so much damage that you can wipe crowds by deploying sun and running left/right while jumping so sun sweeps over all of them
yeah this suprised me. eventually i was like f it lets see how aggro i can get with this and sometimes u genuinely can just face mash
my damage was definitely falling off a bit lategame (im sure the speed i was going wasn't helping) so it wasn't exactly sweeping away crowds with its damage output
I think damage output in general falls off a bit lategame if you don't have many damage items and you kinda just have to cope with it
yeah it can be rough getting no good on hits. at least arti has good starting damage ig
pulse spear will be good when it can stun yes
probably
should certainly help it at least, i literally wrote "it should stun" in my essay not knowing that it's supposed to
i do wonder if they're thinking about speed scaling for sun or not
makes some sense but also might make controlling it weird, especially vertically
controlling it with speed is also already weird anyways
yeah i thought it just... was like that. a tradeoff for stun vs damage. was very suprised to find out its a bug
i do still think in the grand scheme of things arti is like
still vaguely about as good as enforcer
(i still don't think enforcer is all that good either)
i think hes chill. i struggle to rank characters because my personal mindset for my own play is very much so "just outskill the game lol" but i dont think anyone is deficient right now
my mindset on ranking characters is "how big does my brain have to be to win"
i put them both as bottom of the tier list but also in the same "good but not great" tier as several other characters
because obviously everyone and every loadout can beat the game
(an all loadouts tier list would still go hard though)
shamelessly putting full alt engi in bottom tier (he probably isn't actually that bad but god)
yeah both enforcer and arti take a bit of effort to make their kit work and their kit isn't an instant win when it does work
meanwhile loader exists
any loader loadout that starts with "2" is a shitpost
wait
worst loader is probly 2111
i tried to give bullet punch an honest look earlier
the long ass stun from alt secondary...
bullet punch charge....
i dont think id ever play 2111 unless it was to see how bad it is
yeah it's not worth it
bullet punch probably needs 1.25 to 1.5 times its current damage for me to seriously consider it
i did 2212 and it was fine. you gotta get good at grapple tech so you can get distance to charge when you dont have short circuit or pylot off cd to rely on but it works, and bullet punch feels horrible early game but seems to scale decently.
wait but consider
2112 loader
now you can charge your bullet punches... faster!!!!1!1!111
need to try it again tho tbh bc i got lucky with a fuckton of drones on that run so they mightve carried with the alt pylon
2112 was what i tried
and they're your only method of offense
like i guess grapple itself deals damage but
i think short circuit is probly better with bullet punch helps with ur single target but i havent tried it with scrap shield so cant say too much
you're still winding up for 2 seconds for an attack that can't kill a regular imp
good contender for worst primary maybe
it's like pierce but without the range
and even pierce isn't that good
also you dont need straight up invuln as much with bullet punch since you can grapple momentum tech away to charge at a safe range
it has the makings of a decent primary, just not enough damage
this is exactly why 2112 seems like it would be so ugh
why use invincibility when you aren't even going to be close that much
or 2111 really
#1172256920745295993 message i have not used pierce on huntress but i trust ae when they say this they seem very knowledgeable
i noticed it actually doesn't hurt enemies that are directly in front of you
which is kinda weird
i think the hitbox on it just starts a short distance away from you? something to keep in mind
im not a big fan of huntress's auto aim anyway (it's honestly why i don't like her much) so i could try, like, 2111 later
interesting
knew i wasn't crazy
definitely, i think it makes sense in the ability's intent but unsure if it's a bug or a feature
hard to tell. warp arrow also spawns above where it visually looks like it should be. makes it very easy to accidently slam it into a cieling if ur jumping around during the trial but doesnt have much impact in normal play
ok but i will admit one thing about arti
she suuuuuucks in multiplayer
it's not even necessarily because of her speed making her struggle to get items, the pace of multiple targets around just makes things so much harder for her to micromanage
and sun on any ping is a miserable experience (kinda like cyclone)
default arti or 1121 for more mobility seems like the play if you wanna use her in multiplayer, just so you can keep up with the pace, but it's definitely a lot messier with friends
all my friends abandoned the game so i wouldnt know 🥲
Even though it took me forever to get a monsoon win as arti, I struggle to put the blame entirely on her kit
I dislike chakrams needing secondary and utility to get their full damage off but I dont know if thats actually an issue
Chakrams do less damage than other primaries without assistance from stuff built into arti's kit which is the point
Artificer has always been a combo character, using skills in conjunction with other skills is by design
The most I can see doing for arti is adjusting her base stats and stat growths and at most maybe another chakram and ice wall buff so they do more with less need for secondary and utility (also nerfing elite stun resistance)
i think the main thing she needs is better regen
i really like how her skills are interdependent on one another and think she has a really unique and interesting playstyle but she's desperate for defensive/healing items and it's often hard for her to recover if she gets put on the back foot
Which isnt too irregular, the same often happens with the melee characters since theyre in just as dangerous positions as arti is, she just has a higher skill floor
yeah arti has the stats of a ranged character
enforcer kinda does too but that doesn't really matter because shield
enforcer still has good regen too
enforcer has better base regen than ranged characters but the same regen scaling
outside of that he's mostly got ranged character stats
I hate the stat inconsistency in this game
Sniper and enforcer have nearly identical scaling except for damage and maybe regen
enforcer has more health while sniper has more regen
armor is equal and sniper is faster by 2 points
thats plenty scaling differences
Sniper has more damage too iic
sniper has the highest damage of the game
scaling and base if i am correct
tied for highest in both
former with robo, latter with robo and pilot
Bandit also has +4 damage scaling
Also just checked something
Enforcer has +34 ho per per level, sniper has +33
For some reason, sniper has +0.24 regen per level and enforcer has +0.12
I have no idea why sniper needs that much regen compared to the guy who is made to face tank everything vs the character who will be running very far away to deal high amounts of damage
sniper's stats are all extreme in general
he even has higher than average speed
Having slightly higher speed imo makes sense so you can more easily distance yourself from enemies
its true, but when you combine it with every other stat being so great, things start to get silly
even moreso when he already has one of the best i-frame dashes in the game
Its amazing how they just rounded out the edges of sniper in this game and now they're considered one of the best characters in the game
sniper was already really good in ror1 tbh
Yea, feels like people slept on them though
Trying to make up for how hard sniper got nerfed by the graphical upgrade
Can no longer see the edge of sniper's range even at 1x zoom
i didnt even know steady aim had a range limit until i saw it come from another player offscreen in multiplayer today lmao
tf you mean rounded out
They gave him more mobility than most of the cast and increased movement speed
And you can jump while charging
They increased his mobility and control by like 4x
Also technically buffed his damage because the global .8x multiplier is gone
These aren't minor "rounding out"-s
These are huge buffs
Also
Every hit is capable of proccing
Instead of hitting a crowd and getting 1 atg you can get several
They also did this for the entire cast
Everyone can move a bit more
Engi can now maintain momentum while using missiles instead of being locked into his position as soon as he hits the grown
Steafing
Strafing*
More but Im about to shower
There's a difference between "a bit" and "Charging is now a fucking mobility skill"
technically they increased miner's mobility a lot too
Steady aim
Became a mobility skill
Between games
burnout is a mobility skill if you bhop out of drill dash
loader has a lot of extra mobility as well, it has to do with friction being added (which does sorta make platforming harder but oh well)
Besides for backflip letting you slide (due to friction) and being able to jump during steady aim, sniper really doesnt have much ability to move and attack like everyone else (this might be also why they buffed sniper's default speed)
They also toned down enemy health scaling which buffed everyone's damage
And this game is still difficult despite that, arguably as if not more difficult than ror1
Like I never saw blighted spitters previously
i think im back to believing ice wall isnt great with sun. maybe its a skissue bc i dont feel like im playing amazingly right now, and ill try it again when my brain is more braining, but it feels like with ice wall sometimes you put it down and then you gotta run like 2 seconds after because its tele event and enemies are spawning all around you. then your left with wall on cd, sun, which provides no safety in and of itself, and your secondary, which, if pulse spear worked as intended, might help more, but as of now is not gonna do much in the way of crowd control. so you just run away throwing chakrams when you can until you have cds again, maybe you can camp a rope or a ledge or something, maybe not, considering stuff is spawning on you
with flamer though you can make use of the hover to keep yourself safe while using it, so its more viable when util is on cd, and it gets more value in a short time than sun does if i had to guess. similarly, I think tec surge works well with sun because its able to provide more long term safety to get the sun out there, especially in the earlier stages when fliers aren't around.
Sometimes you have to not commit to getting all of sun's damage off but that can also be said of flamethrower
He's like the 5th most mobile character
It's kinda hilarious
btw for those that arent aware
pulse spear does stun the exact same way as ion bomb
doesnt say it in the description but it does in fact stun
hmm so:
no1: pilot
no2: miner
no3: commando?
no4: merc? Loader?
no5: sniper?
I'd honestly say he's the 3rd most mobile after miner
5th is just approximation out of my ass ninjutsu
why is mando in front of merc
Pilot's definitely number 1
Loader's up next because ecks dee movement tech
Miner
Blast Drone HAN-D
Uhhh sniper
So like 5th
Commando definitely ain't in front of sniper
miner is more mobile than loader imo
if we consider his whole kit alt secondary is insane for it
Loader and pilot can cross a stage in 5 seconds
Miner can't
HAN-D also can but he needs kills first
hand has zero vertical mobility though
So?
huntress is pretty damn mobile
i mean i feel like if you're talking about mobility in general, vertical mobility should be considered
huntress also has some kind of movement tech on pierce recoil
i have no idea how to get it to work reliably but it can launch you backwards at mach 20
also warp dart
Does she have movement tech?
im sure she does
This is my first time hearing about her being able to fling herself at mach 5
nobody seems to use pierce bc cyclone this cyclone that
and tbf cyclone is good
ive had it happen on accident on occasion but im sure she can fling herself backwards
i have no idea how to replicate it but its happened more than once
Laser cyclone is just like the single best ability in the game
The entire fucking survivor could be laser cyclone with no other abilities and she'd still be really good
yeah its worthy of overshadowing basically every other huntress skill
but theres some good shit in the other alts
pierce feels like "what if you took sniper m2, made it slightly more mobile, took away its cooldown and let it shoot through terrain without a penalty for hitting multiple targets"
And lowered its damage and made it a projectile
With no falloff
yeah
its kind of ridiculuos in its own way
and then strap on some movement tech for shits and giggles
Huntress alts try not to be completely fucking stupid challenge
Literally impossible
i mean
its hard to make huntress alts good without making them busted like they are since she works so reliably with basically no effort already
they couldve at least tried a little tho
it is interesting that warp dart was considered in development to be one of the best abilities in the game and its just completely overshadowed by the other 2 alts of the same character
at least thats what i heard
the damage on cyclone might be a genuine mistake instead of wrong description moment, though people whove used it say itd still be broken at 50% dmg so idk lol
merc mobility isn't better than mando, shorter cd on commando
unless you're playing base dash merc in which case stop doing that
counterpoint merc has vertical mobility
and even then he's only faster if you get the resets off
counterpoint your mother 
(jk)
on a more serious note hmm
merc's vertical mobility is okay but I think commando will still traverse a bit faster on average
idk it always feels like mando zooms
but I think all of the survivors I named are very close together
except for pilot because WaVe DaSh
how does han-d movement work?
i hate wavedash
You hop in the air and spam the button
Or something
Idk I haven't actually done it
I always just use speed drones
speed drones + chainsaw is fun
what's wrong with wave dash?
theres no manual for the Han-D model
you kind of just
get it
or you dont
i dont know how else to really describe it
but in general you do abuse jumping to lead into attacks
especially the hammer
or you sit in front a scavenger and watch him cope with the m1 button held down
also for the base kit at least you use m2 when you run away to keep yourself healthy
ok ive finally found the true counterargument to "loader has better mobility than miner"
loader has the lowest base movement speed in the game at 2.4 while miner has 2.8
miner can fly
i think thats good enough mobility
loader can slingshot yes
but loader can not straight up fly
I think to nerf it further it needs to not be able to have more than one out via
. Soon as you get one its gg game win
why would they nerf it like that wtf that would suck
The main problem is how much it does on top of how fucking reliable it is
It has 100% uptime on top of being good enough to be your main damage without a problem
i mean i dont think its necessarily a problem if its able to stay up forever i think thats part of the fun
really it just needs to be nerfed in damage
maybe make it move faster but still
making it exponentially faster as it continues could be good tho
this is wrong about his ability to move while firing
for example most m1 holders need to stop and become slow to fire continuously
sniper can straight up just shoot and reload while riding his jumps, its not constant so you can just be moving half the time
if you wait just bit before the reload then you can basically shoot while constantly moving
Other characters can also jump and attack, to bypass movement penalties/strafe speed
yeah but many of them have to sacrifice something for it
if you stop holding a sustained m1 to jump and turn and etc, youre losing damage output
Because sniper's a burst damage character, any time M2 is on cooldown or charge up, no dps is actually being lost as long as you reload correctly
Sniper slide hopping allows sniper to move very extreme distances without losing out on dps as a result
If you bunny hop without doing any directional input you can slingshot yourself very violently across the map. You can do some hilarious and unexpected things by turning on auto jump and not moving.
Pilot's dash, handy's c4 drones, huntress' charged bow, miner just in general.
This vid breaks it down pretty well.
If arti could jump and fire downwards kind of like pilot can, and maintain some of that aerial distance, it would help a lot on top of making it a lot more like the ror2 arti.
Or holding up to aim ball/spear 45 degrees upward kind of like loader's gauntlet
Air enemies are a nuisance as arti
take the sun pill
small dmg increase to her whole kit besides flamethrower always have burn on fire and return of m1 and then i feel like the only thing shes missing is movement but her kit doesnt allow for movement really so dont have any movement suggestions (would be cool for a alternetive jump and or decreased gravity on her jump to match the theme of arti)
that'd make the item useless on her with cyclone that's not the way to go
well it would make it be able to go back out if you pick up the cyclone
Igggg, it's work if it also didn't stop the cooldown of cyclone while one of them is out
so at least you've have a tangible advancatge from having mags
if cooldown continued while it was out then it would make it useless
eh dunno, personally I'd not touch the ability
risk of rain has always had some broken skills
I'd reduce the damage to the listed number and maybe reduce the hit rate to 3 a second instead of 4 or whatever it is now
It's always going to be the most reliable thing in the game
No point in fighting that
doesn't mean we cant fix that. but true they don't seem to be to big on fixing skills bc commando's roll is not as good as slide
But the fact it can hit so many things at once
So often
With good damage
And every one of those hits can proc things like leeching seed
Yeah no sorry
Too much
You have like
the rest of your kit in the game
ATG mk 2 just never stops fireing after it hits some things
As it is right now laser cyclone does more than the rest of your kit combined and multiplied by 2
how is roll not as good as slide???
iframes vs slightly better mobility
i meant in 2
sadly no
ya
rolling in the air moves you farther in 2 whan using slide to get that small oomf forward with slide
Roll does
Jank.
Things.
In 2
It's better in the air as a straight away
It resets all momentum in favor of roll
This includes jump pads and the like
You can trimp up vertical walls
i found out that you can sort of do the same thing merc does with whirlwind but it doesnt go nearly as high
