The sounds of four
melee class characters all hitting a monster at once are often rough on the ears.
Not exact matches
The absolute best aspect of the game is the player is not restricted to one of the predetermined
character classes of a hunter (a typical ranger coupled with basic
melee skills), a thaumaturge (an offensive mage) or an arcane mechanic (a more gadgety kind of mage).
The unit variety is rather simplified — you can be either
melee or ranged with a bow, with each
character also having a special based on your
class — but there's enough
character customization with level - up stat allocation for you to diversify.
Each
character class has a unique
melee attack as well.
Ninja Theory is defined by three things: ninja -
class melee gameplay, strong
character stories and a unique art vision.
As you'd suspect, the
melee - based
classes (fighter, dwarf and amazon) are better suited for casual players, where as ranged
characters (wizard, sorceress and elf) require a more experienced touch.
Another
class is known as SuperBrainz, a
melee focused
character class, while Captain DeadBeard is the first zombie sniper
class.
From a mechanical standpoint, it is reasonably straightforward: different
characters have different strengths and weaknesses, and while
characters»
classes appear to be effectively preset — for instance, Kyril will always be a
melee fighter — there is some scope to customise them by choosing which skills to prioritise.
The Samurai
class is a
melee DPS
character that utilizes katanas, in which the player will be able to store energy that can be unleashed for special attacks, and is not associated with other
classes in the game.
The unit variety is rather simplified — you can be either
melee or ranged with a bow, with each
character also having a special based on your
class — but there's enough
character customization with level - up stat allocation for you to diversify.
My
character was a level 70 - something
melee class, wearing the Eastern armour set, Pyromancy hand and the Drake's Sword.
Melee characters need to be in front, ranged attackers in the back, and even within the same
character class, certain abilities can only be used from certain spots in the line - up.
The classic tank,
melee, ranged, spell damage dealers, hybrid
class and healer system is discarded and every
character develops into an individual hybrid.
With each
character's varied tower defenses, you can set up elaborate systems based on many different types of strategies — choke points, mine fields, and other techniques will vary based on your own personal preference, and that will probably stem from which
character class you use for
melee combat.
So why then, after playing through the game's randomized dungeons with two (of seven) different
character classes, a fireball - slinging Wizard and a
melee - focused Warrior, am I left with such an empty, repetitive feeling?
Playing as each of the different Locust
characters feels different, too, as some of the bulkier
classes move around the battlefield sluggishly and rely on powerful
melee attacks to take out opponents.
The four
character classes supply a ranged
class and a mage
class, two
melee fighter
classes.
Players start by creating a
character, choosing from three
classes, The Hunter, using sword
melee or ranged firearm with a splash of magic; Thaumaturge, basically the mage / wizard; or finally the Arcane Mechanic, who uses summoned robot helpers, bombs, and interesting steampunk weapons.