• littleblue✨
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    19 months ago

    Please report after you’ve done so.

  • @[email protected]
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    9 months ago

    Remap Radio’s coverage (of Austin Walker’s coverage) is a really interesting contrast to this.

    He and Patrick Klepek (and basically every other sicko who played DD) gravitated toward Magick Archer because… it is the best class (… outside of Iron Golem fights). You have daggers and Hundred/Thousand Kisses to be able to completely shred any larger boss and you have a nice range of elemental attacks as your specials. And your base bow is still pretty powerful for just taking out those fucking harpies.

    DD2 realized that made every other class obsolete and split things out more (although it sounds like the tenth class is a mix and match class to remake this). So Magick Archer ONLY has a bow. Which… sounds kind of miserable considering how much of the game is going to be about stabbing a goat until it stops casting spells at you or punching a dragon in the heart.

    Gonna be interesting if the Pawns get better at actually attacking (again: Fuck Iron Golems). Because I could totally see a world where I rock a Sorceror and depend on my pawns to actually capitalize on the attack. Or, more likely, it will be back to DD1 where Pawns are support and crowd control and you are basically on your own to take out the walking ballista Rangers and the Snake tail so that you can then take out the Goat head and so forth.


    Just because it is fresh in my mind since I am replaying DD1 (possibly for the last time?) right now but:

    Golems are an enemy type in DD1. They are impervious to all magic attacks and you have to use physical damage on their medallions to kill them. That involves climbing their body and attacking the medallions. Magick Archers have no problem with this (and actually excel at it) because of their daggers.

    Iron Golems are the stronger variant of them. They fire a kaiju death beam pretty regularly and their medallions are a LOT stronger. But also, their medallions aren’t on their bodies. And in every encounter, the idea is to have most of them on ground level but one suspended in the air because Fuck You. The air one can basically only be killed in one of two ways:

    The sane way is: A Strider/Ranger uses their bow to plink away at it eventually. But Magick Archer’s ranged attacks are all magic based and thus can’t damage them.

    So what happens is you have to climb the Iron Golem, wait for it to get nearby, jump off, and slash the Medallion 2 or 3 times before you hit the ground. And then you repeat that like ten times.

    Theoretically, your pawns will learn how to fight and SHOULD attack it themselves. But they are also just as likely to try to slow down the Iron Golem by jumping on it and being fucking worthless.

    The main Iron Golem is more or less its own dedicated encounter in an area where you pretty quickly learn to not be a spellcaster. But there is a second Iron Golem in a special room where you have to fight your way through hell to get at it in the first place.