Real, Not Crybaby Feedback on Huntress.

The class is great but has some mechanical issues. I love the idea of combos, parrying different attacks.

There are few problems though. Potentially game breaking experience.

1. Parry doesn't work on many attacks that it should block. This is especially a big problem on boss like Count Geonor. If your build is centered around parry, you basically deal no damage to him in his second phase. There is only like 1 attack he does that can be blocked and it's so rare it almost doesn't exist.


2. You should be able to block attacks targeted at your allies. I can't really play well with my friend and his summons because mobs often agro on his summons and I can't get Frenzy charges by parry. Feels kinda bad.

3. Some of the skills need a rework. Like that one that does series of thrusts with one powerful at the end. Skill also says that it's great with finishers that you get later. So it's kinda useless before that.

The first thing is the main problem. I died to Geonor around 5 times now with my friend. His summons die because AOE (people asked to make them stronger early) and I don't get to parry boss attacks. So we both deal very low damage.
Last bumped on Apr 5, 2025, 1:26:52 PM
Also, one of the things that could greatly improved the class is giving 2 frenzy charges on parry. At least two. And maybe longer duration.
I think they need to rework Disengage to work with Whirlwind and or Rake instead of Parry.

That way you can use Whirlwind or Rake to dash in, and disengage out to trigger the Whirlwind to detonate or do something cool with Rake or Bleeds or something.

The Whirlwind building stages also is just fundamentally a poor design if it requires you to stay in it. By late game, you're never going to want to stand in one spot for any given period of time so that you can turbo speed farm maps.. standing in one spot to build stages doesn't really work for the end game zoom zoom playstyle... and as an evasion character it makes no sense to stand in one area... and early game you have ZERO defenses so standing your ground in the whirlwind is just putting yourself in danger.

And if you're using it to fire projectiles -- it makes even less sense that you would want to stand in one spot for any length of time.

The Whirlwind skill also needs some kind of ranged defense if you have to stay in it... cause standing there like an idiot while you get railed by ranged attacks so you can build stages just makes zero sense.

That or they need to rework Whirlwind so that you can walk out of it, and then trigger it by shooting twisters through it.

It's just such an incomplete and incoherent synergy for an evasion melee/ranged hybrid. You're supposed to be this mobile huntress and you have this skill that is trying to get you to stand in one spot. It makes no sense to me at all.
Last edited by Kask#3190 on Apr 4, 2025, 10:20:15 PM
"I love the idea of combos, parrying different attacks."

Let's see how that goes in the endgame, shall we? Post updates for us. :D
Parry is a horrible mechanic to add into this already tedious game. I can see its value/use in the early levels, but later in maps who is going to sit there, run to a monster to parry, then use whatever buffs parry gives your subsequent attacks?

This mechanic alone is halving the already shallow spear skill tree because I'm looking at any skill that says "after you parry, do X/Y" and just saying "nah, I can't be bothered".

This is not "meaningful combat", as Jon so desires. Parry is a waste of resources you could have otherwise put into developing more interesting unique skills rather than taking already existing skills and reskinning them for the spear.
Great feedback. They need to give us more ways of generating frenzy charges. And also indicate when an enemy's attack isn't parriable.

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