Dark and Darker - Are Adrenaline Rush's Penalties Warranted? (PATCHED)

แชร์
ฝัง
  • เผยแพร่เมื่อ 3 ก.พ. 2025

ความคิดเห็น • 29

  • @commentsonly3212
    @commentsonly3212 ปีที่แล้ว +9

    Good comparisons. I knew Adrenaline Rush was in a bad spot, but seeing the math across multiple classes was quite enlightening.

  • @CaLo5858
    @CaLo5858 ปีที่แล้ว +3

    great vid! research on point as usual, will take it in consideration if they don't change the skill next playtest!

  • @Riecheck
    @Riecheck ปีที่แล้ว +2

    Thanks for bringing attention to this, I really hope the make some adjustments to the Fighter's perks

    • @morioh6623
      @morioh6623 ปีที่แล้ว

      They already said fighter perks/skills were getting major changes in next play test

    • @Riecheck
      @Riecheck ปีที่แล้ว +1

      @@morioh6623 nah they only said
      ""Fighters will get some new Perks and Skills."

  • @EsotericCat
    @EsotericCat ปีที่แล้ว +1

    Your kind of content is what this game needs.

  • @gamingdealer9514
    @gamingdealer9514 ปีที่แล้ว +2

    I would say that adrenalin either needs to not be a one time use + no drawbacks or it makes you it gives you a much higher buff to attack speed.
    One perk that I believe needs buffing is victory strike, that shit barely heals anything and the dmg buff is very small aswell.
    Btw, thank you for your work. You are like the Chrightt of dark and darker.

  • @atherlie5870
    @atherlie5870 ปีที่แล้ว

    Nice vids love learning about this game

  • @akinzer6267
    @akinzer6267 ปีที่แล้ว +2

    Adrenaline Rush existing in the same game as Quickfire never sat right with me, it means that the Ranger not only has a stronger burst DPS but also a stronger sustained DPS skill that is a direct upgrade to Adrenaline Rush, even ignoring the downsides of AR. I think that if they want to change it they should include a higher swing speed increase more in line with Quickfire to make it feel far more impactful when it *is* in use.

  • @andrewg3196
    @andrewg3196 ปีที่แล้ว +4

    Normally I'd say I understand why they're not changing a skill during alphas because they have limited time and resources... But they spent so much time doing minute tweaks like the % damage penalty of Weapon Master, the number of campfire ticks spells need to recharge etc, yet they let so many skills like this be obvious complete dogshit for so long lol. I don't get it.

    • @clowdk
      @clowdk  ปีที่แล้ว +1

      They did mention they'd be giving Fighter new skills/perks in the next playtest. I think the classic meme of "they finally added X to the game" by buffing something would be fitting.
      I'm personally hoping that they add something to better fulfill that decision-making graphic I made at the end. Whether that's done by buffing existing skills or adding entirely new ones, I don't mind either way.

  • @eryk04
    @eryk04 ปีที่แล้ว

    Since your the Goat of these videos can you do a video on armor rating from monsters/bosses and a video about how regular interaction speed is determined
    I hope its not too much to ask for and if you decide to do it that there is enough information

    • @clowdk
      @clowdk  ปีที่แล้ว

      As far as I know, mobs don't have armor rating at all, although some actually have projectile resistance which is interesting. I have no idea how regular interaction speed is calculated, that's probably going to have to wait for next playtest to figure out.

  • @mikahoolwerff3563
    @mikahoolwerff3563 ปีที่แล้ว +2

    something to consider, i still think adrenaline rush kinda such BUT
    you should consider the class that wields it.
    the fighter has a huge amount of armor so they are very tanky, and adrenaline rush gets more and more effective the higher your attack speed is.
    so if you dual wield you get alot out of it while other classes with their similar perks cant increase it more than it already does, you can dual wield bows and rogue gets it on first strike.
    being so tanky while getting a huge dps bonus does mean you outdps most characters while being more tanky than them,
    issue being you can just opt to not fight when its active, which destroys the perk, while the others have use if u run.
    can avoid the first strike, cant avoid ranged attack and the cleric still gets a spell of

    • @snaztw7
      @snaztw7 ปีที่แล้ว

      Yeah I think there's room to consider that the fighter can use adrenaline rush to DPS while tanking more than any other class besides magic damage of course. They don't have the DMG of barbarian but they have effectively 5-10x the survivability if they're geared.

    • @snaztw7
      @snaztw7 ปีที่แล้ว

      Also you can block the first strike of barbarian or rogue and cancel their entire abilities usage.

    • @clowdk
      @clowdk  ปีที่แล้ว +5

      I did consider this, and my thoughts still hold. If you're a heavily plated Fighter and you're running an offensive skill like Adrenaline Rush, then you necessarily need to give up either Sprint or Second Wind. Both of those skills are incredibly valuable, as Second Wind will make you even tankier, and Sprint helps you avoid your mobility downside. It forces you to make a decision with your build.
      I can understand the idea of making the defensive, tanky class have poor offensive skills (Adrenaline Rush and Victory Strike are both very weak compared to the other options that other classes have), but they can be weak without being THIS weak.

    • @andrewg3196
      @andrewg3196 ปีที่แล้ว +1

      Are you sure Adrenaline rush gets better the more attack speed you have? If you start at 100%, then add the 15% for Dual Wield, your potential DPS goes to 115%. Relative to where you started yes you have increased 15%. But then if you add the 25% of Adrenaline Rush you go from 115 to 140, you are only increasing by 21.7% relative to where you started. It seems to me that stacking attack speed in this fashion actually has diminishing returns. But I could be wrong about how the system works.

    • @snaztw7
      @snaztw7 ปีที่แล้ว

      @@clowdk Gotta also consider that in order to fight heavily geared fighters as a barbarian or rogue, you need to take an armor reducing ability is also a HUGE factor. I personally like rupture as rogue and just avoid head on fights with fighters in plate xD.

  • @SpookySkeletonDD
    @SpookySkeletonDD ปีที่แล้ว

    Gooooood video sir

  • @abrahamclearwater3641
    @abrahamclearwater3641 ปีที่แล้ว +1

    Dope video

  • @meatbarrage
    @meatbarrage ปีที่แล้ว

    Big true. Good video. Algorithm.

  • @mag51284
    @mag51284 ปีที่แล้ว

    Using weakpoint on the dummies give me 1.5x phys damage. So I figured it was 50% flat reduction, not multiplicative.

  • @uNoCardiologist3110
    @uNoCardiologist3110 ปีที่แล้ว +1

    Not a fan of 1 charge BS. Every class get cool skills with a cooldown and Fighter gets this? Why?

  • @ChaseMusicProvider
    @ChaseMusicProvider ปีที่แล้ว +1

    After thinking about it for a while, I think I figured out why they are so afraid of giving too much attack speed to a melee that can use any weapon: weapon slow on hit. If you can get enough attack speed on certain weapons, you can permanently slow enemies. Imagine being permanently throwing axe/knife slowed by someone with 70% damage reduction. Some melee weapons can slow 35% movespeed on hit.
    That being said, adrenaline rush still sucks. They could easily make it cooldown based, rather than recharged at a campfire. I am eagerly waiting too see what the devs have planned for fighter in April!

  • @true_plays_games
    @true_plays_games ปีที่แล้ว

    No. It’s poorly balanced.
    Like Rapid Shot is op. They need a much closer look at downsides overall.

  • @AngryOwl007
    @AngryOwl007 ปีที่แล้ว

    How are you playing this game?