
But we see section named "move back ability", which sounds like "HWM as a bootleg GR: yes or no?".Ĥ. PBS uses "move back" to prevent spamming of such incredibly powerful burst damage (thus important part of the ability is that juicy +50% damage mod). GR Shadow Fade is using "move back" to give her benefit of retreating while also stunning enemy (so that they wouldn't attack her or her allies). About "GR-terms" I was writing earlier: Also one simple example. All of that is also well-ammended in the comparison while it clearly affects the actual gameplay. Pilfer, on the other hand, is really cheap - and thus can be used if you've got leftover Rest Points that no one can use. Thus, Snuff Box of GR really doesn't shine when compared to HWM "self-buffs" (which both are fairly different and dependant on HWM role in the formation), not to mention that it's really easy to just put someone into Sanitarium and not waste a possibly crucial recamp just for a Snuff Box early in the dungeon (or suffer from the disease and endanger the entire run). Other than that there's really no place where you would get a lot of disease. Camp Skills - there's really only one place in the game that inflicts good amount of disease regardless of player's wishes: the Warrens (not taking Ghoul's Worries and Gnasher's Rabies, also diseases from inappropriate curio interactions into the account since they are either preventable or questionably good - like Rabies). None of that have been taken into account.Ģ. Even the simpliest trinket like Stunning Satchel (+stun chance on GR) can make her from "superior at long range" into effective glass cannon that deals tons of burst damage whilst also effectively stuns people (and helps party formation if there are people who need to be moved, like some Jester builds). Similar goes for GR, and for both: trinkets affect their playstyle quite a bit. He got a lot of different stuff, including Sharpening Sheath - for y'all who think that HWM can only stab things and his gun is just for show and PBS. He got more trinkets than just one that "increases his ranged capabilities at cost of his melee ones". HWM trinkets aren't given enough attention. A few examples why I find it disturbingly shallow:ġ. Also evaluation on given terms is pretty meh. Those classes look same, but they are different and have different roles.


It looks like HWM is getting compared on GR terms (for example paragraphs are divided into perfect for GR evaluation, but they definetely do not tone enough prons and cons HWM has since his playstyle really falls off if you just simplify his kit like that). In addition, he can't as easily crank up his dodge chance, so the difference in HP will be rather trivial vs huge enemy crits. Meanwhile, for the Highwayman to get comparable damage output, he would have to be much closer, which means he will get hit (and possibly crit) much more. While an arguement could be made for the Highwayman having better melee skills, the Grave Robber can do equal or better damage in a much safer position- there are far less high damage attacks that will target your rank 3 or 4 guys, and the Grave Robber can one-hit-kill enemies while being protected in these positions. However, spamming Knife throw is so consistently useful (you'll be able to act first more, crit more, kill more reliably against dangerous back row enemies like madmen) that in spite of the Highwayman having a lot of good skills the Grave Robber could still edge him out in a lot of situations. So much so that choosing one or another is a tricky choice, because there's not a clear winner.Īs you can see by my comparison, it might seem like Highwayman is better.
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Highwayman and Grave Robber are extremely similar.
