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Re: Dissapointing firearms?
Posted: Wed Oct 22, 2014 2:09 am
by Luj1
Hucast wrote:Yes, firearms need a buff very badly. They need craftable ammo, and some kind of level/stat scaling if they are to become usable. Perhaps scale their crit chance heavily with dex? I hope they get buffed soon.
Dude Wizardry did this so well....
The
Gadgeteer class starts with a
Pellet gun that leveled when you did. Eventually instead of pellets you'd fire different ammo like throwing knives or shurikens. You'd also be granted small chance (10%) for inflicting special conditions like blind or somesuch
Can we see this happening to the Alchemist class perhaps ?
Re: Dissapointing firearms?
Posted: Wed Oct 22, 2014 2:23 am
by thufir
I prefer magery with my alchemist, probably because it makes sense from a skinning perspective (Wizardry anyone?) but also because it lets them fire spells to conserve ammo. Taking water or earth magic lets you throw debuffing spells, and they still get the gun for moments when they want to put out a lot of damage.
(And don't judge firearms based on the initial flintlock, any more than you should judge armors before you start acquiring reed and platemail.)
Personally I don't see how you can not take the alchemist. Unlimited healing potions are amazing on Hard difficulty with Ironman saves (I can only imagine how amazing they would be if I had single-use crystals as well). I would be deeply regretting my class composition right now if I couldn't chug greater healing potions in a pinch like they were going out of style. In a game without healing spells the alchemist seems pretty vital.
Re: Dissapointing firearms?
Posted: Wed Oct 22, 2014 2:51 am
by Saice
Hucast wrote: Being an alchemist doesn't have many uses for willpower,
Their base energy and energy per level make them good casters to back or replace a wizard .
Re: Dissapointing firearms?
Posted: Wed Oct 22, 2014 2:52 am
by Luj1
Strong, strong class and a must when playing with unfavorable parameters