While I don't know how the player base and devs stand in regard to self-damage/self-stagger and Primed Sure Footed, it is without a doubt that the explosions from the dagger really inhibit its usability and playstyle. After activating incarnon run far away and start slinging the tiny daggers at enemies, B. That aoe explosion causes players to get knocked down, meaning that if you want to use this weapon you either have to A. The issue with this is that the heavy attack of the ceramic dagger in its incarnon form launches two slim spectral daggers in rapid succession that cause a small aoe explosion when they contact an enemy or surface. While it is definitely feasible to use the new Ceramic Dagger as a light spam weapon, the intention seems to be a heavy attack-focused playstyle. The user has to go up in an enemy's face in order to land their attacks. Two of the main issues regarding the ceramic dagger are the stagger effect its aoe explosion causes, and the wait for initial combo to come back after heavy attacking.Īs discussed in the second post, melee weapons-and especially daggers-suffer from short range. I will be ignoring all potential bugs/glitches as I assume those will be patched out come hotfix.Īs mentioned in the following forum posts: Given that very few people likely picked it as their adapter choice this cycle, I thought it would be important to notice some of the concerns. I know it's already been discussed in a couple forum posts, but I just wanted to consolidate some design issues with the incarnon form for the ceramic dagger.
0 Comments
Leave a Reply. |