![]() ![]() ![]() This doesn’t feel like a fun combination of his skills, it feels like the necessary routine to keep up with other Survivors.Ĥ) Commando's biggest struggle in Risk of Rain 2 is that Hopoo took a successful character design in a 2D game and dropped it into a 3D game without making the necessary changes required to adapt him. But the best Commando's kit allows him to do is dive away from an enemy to get some distance, stun them with your Special, and then hit them with your Secondary. Swinging around a boss monster or escaping away by a Wisp slingshot as Loader with your grappling hook to avoid damage makes you feel like Spiderman cheeky and resourceful. Using Artificer’s utility to add execution percentage to enemies and then taking advantage of said percentage with your high damage Secondary feels powerful and calculated. It feels smart as Huntress when you trap a group of enemies in your Special and use your Secondary to finish them all off. It feels good to protect your turrets with mines and shields as Engineer. And if you're unlucky and don't end up with any useful forms of AOE proc to handle crowds, you're stuck with the boring repetitive strategy of constantly running away from enemies, trying to get them into a conga line to make your Phase Bolt hit more enemies.ģ) Commando's skills are uninspiring with very little synergy with each other, which makes his gameplay feel wrote and one-dimensional. Every other Survivor with single-target primary skills have at least one other ability that either attacks or CCs monsters in an area to handle crowds. But Commando runs live or die on you finding Ukulele or Will o' the Wisp in the early stages to handle what the game is going to be throwing at you later. Loader & Huntress aren't dependent on finding a Crowbar or a Backup Magazine to save their run because their kits are already strong enough to be useful for 90% of situations without them. Commando * needs Ukulele to handle waves of monsters. A Backup Magazine on Huntress helps her handle bigger crowds. A Crowbar on Loader helps her Utility megapunch hit even harder. I know that everyone in the game is dependent on items to survive, the point of the game is to keep getting stronger items to handle the crowds of monsters that increase in size/health/damage, and that certain items will be more effective in some Survivors compared to others. ![]() It's arguable that the Commando's strengths in his Primary lie more in the 1.0 proc coefficient for every shot which makes on-hit items incredibly strong on him, and while this still is a very powerful design at the right times, this dives into my second point.Ģ) Commando is entirely too dependent on items - especially AOE items - to be effective at handling groups of enemies. Rex's self-healing/enemy weakening primary is one of the weakest in the game (in pure damage) but the vast majority of Rex's DPS comes from its Secondary/Special skill synergy and the Primary is obviously designed as a self-heal to promote using the Secondary skill.Īrtificer's Flame Bolt hits like a dumptruck and applies burning debuffs, along with other dumptruck hitting skills that can attack/CC groups of enemies.Ĭompared to every other Survivor kit, Commando has very little benefits or upsides in his kit to balance out only being able to damage one enemy at a time. MUL-T's Rebar Launcher option has insane damage with no distance falloff, bullet penetration, and the ability to switch to another mode of firing (two of which shred groups of enemies) The Huntress has autolocking attacks, can sprint while firing, and has Secondary/Special skills which can attack/proc multiple enemies The only other survivors that are forced to only deal damage to one enemy at a time with their primaries have benefits to outweigh this huge limitation in a game well known for throwing dozens and dozens of enemies at you: This short writeup is less about my own personal ideas of what would improve the Commando (though I did come up with my own rough idea of what Commando could be at the bottom of the post after my grievances with the character) and more about what I believe are the biggest issues with our domed double gunman.ġ) Commando's kit does not help to make his single-target style of attacks feel effective. While it's an understandable design choice to have the first Survivor available to players being a standard "jack of all trades, master of none" character, Commando just feels awful to play as in his current state with no rewarding skill loop. In terms of crowd control, damage, movement, survivability, and item/skill synergies, the Commando is outclassed by nearly every other survivor in the game. The Commando is currently the weakest and least satisfying to play Survivor in the game. ![]()
0 Comments
Leave a Reply. |