2026/10/20 Karmelita (Witch)
Quasar Nebula
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2026/10/20 Karmelita (Witch)
17 просмотров · 7 дн. назад
Quasar Nebula
270 подписчиков
17 просмотров · 7 дн. назад
Hivesteel needle, toolless, etc. Still learning Witch. It's a lot of fun! No timestamps though. We're taking notes in a personal Discord, here's the most of them:
We did play with Challenge some, but it's basically hopeless here lol. I have a lot of getting better with Witch to do before Challenge has any place, and frankly, Karmelita is always close enough for my time to be better spent simply attacking.
Now Witch is fun. I think Witch encourages tighter positioning than Reaper. Reaper's bind has no direct relation at all to offense—it just enables longer survival, so in the best case, you don't use bind at all, and Reaper is 100% only for its movement and range. Witch's bind is an attack and so not only do you need to be particular as hell with it (it's also your heal! it's easy to mess up!)—but you WANT to be particular as hell with your ATTACKS... so that you can use bind again, as soon as darn well possible.
Witch's pogo is weird because it's sort of less punishing (on the player) than Reaper? Like, if you miss, you're still frozen in place in the air, but it's for a much shorter moment. And that's good for reactivity... It's just eaiser to measure the time tbh—a long pause is hard to get back on your feet after... much more happens while you're stalled and so the fight feels like it's getting out of control, even if you (unlikely) do still have an opportunity to react.
But on the other hand it's a lot easier to miss with pogo, because it's got a short...ish... range, I assume similar to Wanderer. (Honestly, it feels like it has a stupid WIDE range, but that's probably just because Karmelita covers horizontal ground crazy fast. If you're vertically aligned right—big if—then you'll probably make contact.)
So deal is, if you don't make contact, RIP, you missed your opportunity for silk, and that is punishing because HORNET NEEDS THAT SILK. And the other fun thing is, if you strike a PARRY, you ALSO don't gain silk (ofc)... so you're incentivized to rush or wait for JUST the right moment, where you're not actually making contact with her blades. Which means more dangerous play. It's fun.
Oh also, we played with a damage numbers mod here, but took it off right after. Just needed it to sample if Challenge works—it does. We prefer playing with just our own sense of how much health the enemies are at... it's more tense that way! Like Dragon Quest!!