Probably the trickiest trio to attempt in endless would be SWAT, TANK and PYRO. This removes the absurd damage and control coming from the Engineer or Huntress, the survivability and permissiveness of the Medic or the decoys and extra dodge offered by the Ghost. Though honestly any build without the Engineer and Medic is already more difficult. Of course short games are a different story. There I would argue the Medic is rarely needed if you can dish out enough damage and have some control. My absolute favorite there is the SWAT, even more so than the engineer. His Assault Rifle is super good, and combined with the turrets and ricochet he is easily the best DPS early game (the rest of the skills are garbage but who cares if you have 20 minutes to survive). But yeah... this is why it's nice that the game has so many play modes - looking differently at the heroes, items, bonuses etc. I totally get that you like the endless and want to survive as much, and for that to be fair I think it's not the infinite stats (which most are capped anyway) that are the problem but simply how ridiculously some skills scale and totally ignore the horde powering up.
There needs to be bonus/penalty when choosing 2nd and 3rd character. Like a major loss of movement speed when adding the Tank (but adding significant armor). Reverse for the Ghost (faster movement speed but loss of armor). Each character would have an impact on the team dynamic. It would make choosing the team much harder, having to weigh the pros and cons when adding to the team.
To be honest I wouldn't care in that case either. I'd still go for the skills that are best based on the play mode. The problem with these small roguelike is that eventually the game is repetitive and the meta is easily figured out. That's why play modes and different maps at least offer a bit of diversity. Or of course challenging yourself and intentionally choosing the weaker team so to speak.
Just as a heads up, almost every ability is affected by Ability Area, even if lightly; the field is affected, you can see it in your previous videos as well, even the sawblades of the tank. What doesn't seem to be affected is indeed the size of the SWAT's turrets but maybe their bullet spread is? Very difficult to say. The electric turrets on the other hand do show a visible improvement, like the field. It seems that ability area is more effective for abilities that are already big, so something like the kunai isn't gonna make much difference compared to other abilities, even those with small weapons but big explosions, such as the grenade since the explosion does get a tad bigger.
Engi, Huntress and Ghost feels really crazy right now. At least from the few games i did. Full CD, full weapon crit and ability crit... In my (almost) 1hr run(you know which one i still cry) i ran that comp, it's just crazy. I tried full turret build too with swat but that didnt even crack the 50min barrier
This game is too easy, but still fun. I do agree with you, your issue is even more amplifiable, I think both Grenade's are garbage, I straight up would have banished them both and started taking infinite level ups 8 levels earlier which pushes this problem to like 13.5 minutes into a run.
My issue with this though, is that every game starts to feel the same. I love the minor level ups, and being able to focus on a build…I don’t like that you get enough level ups to max out every stat, every game.
Probably the trickiest trio to attempt in endless would be SWAT, TANK and PYRO.
This removes the absurd damage and control coming from the Engineer or Huntress, the survivability and permissiveness of the Medic or the decoys and extra dodge offered by the Ghost.
Though honestly any build without the Engineer and Medic is already more difficult.
Of course short games are a different story. There I would argue the Medic is rarely needed if you can dish out enough damage and have some control.
My absolute favorite there is the SWAT, even more so than the engineer. His Assault Rifle is super good, and combined with the turrets and ricochet he is easily the best DPS early game (the rest of the skills are garbage but who cares if you have 20 minutes to survive).
But yeah... this is why it's nice that the game has so many play modes - looking differently at the heroes, items, bonuses etc. I totally get that you like the endless and want to survive as much, and for that to be fair I think it's not the infinite stats (which most are capped anyway) that are the problem but simply how ridiculously some skills scale and totally ignore the horde powering up.
There needs to be bonus/penalty when choosing 2nd and 3rd character. Like a major loss of movement speed when adding the Tank (but adding significant armor). Reverse for the Ghost (faster movement speed but loss of armor). Each character would have an impact on the team dynamic. It would make choosing the team much harder, having to weigh the pros and cons when adding to the team.
To be honest I wouldn't care in that case either. I'd still go for the skills that are best based on the play mode. The problem with these small roguelike is that eventually the game is repetitive and the meta is easily figured out. That's why play modes and different maps at least offer a bit of diversity. Or of course challenging yourself and intentionally choosing the weaker team so to speak.
Just as a heads up, almost every ability is affected by Ability Area, even if lightly; the field is affected, you can see it in your previous videos as well, even the sawblades of the tank. What doesn't seem to be affected is indeed the size of the SWAT's turrets but maybe their bullet spread is? Very difficult to say. The electric turrets on the other hand do show a visible improvement, like the field.
It seems that ability area is more effective for abilities that are already big, so something like the kunai isn't gonna make much difference compared to other abilities, even those with small weapons but big explosions, such as the grenade since the explosion does get a tad bigger.
Downloaded the demo. Awesome game. Boss spawns at 25min. I found that farming every jet pack and alien tentacle really helps with mats for upgrades.
Sorry this was meant for the Nimrod vid
Is ability & weapon cooldown reduction capped at 75%?
I believe it’s capped at that now.
Engi, Huntress and Ghost feels really crazy right now. At least from the few games i did. Full CD, full weapon crit and ability crit... In my (almost) 1hr run(you know which one i still cry) i ran that comp, it's just crazy. I tried full turret build too with swat but that didnt even crack the 50min barrier
I didn’t really do a full run here, cause of the performance…but it def feels weaker. I think Huntress, Engineer, Medic is the best trio I’ve tried.
What controls settings do you use?
I just play on a controller.
This game is too easy, but still fun. I do agree with you, your issue is even more amplifiable, I think both Grenade's are garbage, I straight up would have banished them both and started taking infinite level ups 8 levels earlier which pushes this problem to like 13.5 minutes into a run.
I always contemplate that haha. They are trash.
but that's what cool about the game. you can have your way.
My issue with this though, is that every game starts to feel the same. I love the minor level ups, and being able to focus on a build…I don’t like that you get enough level ups to max out every stat, every game.