

Haven't played much with the 2 others since I don't really care for them in their current state, but even then hunter has a clear advantage above the convict because of the passive drops, where the molotov of the convict is really just an easy room every couple of room and doesn't make a real difference on bosses. Marine is the best in my opinion (even if he didn't have the accuracy bonus which is just icing on the cake), starts with 1 armor giving you 1 more hit before you die, armor also cause a blank knockback effect when destroyed, and his starting weapon is the best ( highest clip count, fast reload ) just getting something like drum clip or oiled clip makes it very good at the start of the run for at least the first 2 floors and let it be relevant when it comes to clearing floors 3 and up where cover is more rare and ennemies tend to spawn in higher density. With all the people complaining about there being almost no drop of keys, the lock pick even if it renders a chest useless still gives you a shot at opening it instead of just resorting to destroying it straight away, I'd put him easily in 2nd rank for that and the fact that you can hoard items out of shops compared to other characters. What do you all think about current character balance? I feel like he needs something else to be useful right now as he has the least consistency of the 4 starting classes. Remove the restriction of making a chest inert and improve the discount given at the store and maybe he will be good. His starting abilities do nothing for him combat-wise, and his passive of better discounts at shops is so small I barely notice it. The fact that a failed lock pick attempt causes a chest to be unusable makes the item on a whole worthless. The Pilot: While stated by the developer as having the most "potential" to be op it is ANYTHING BUT in practice.

Alternatively, the passive could last until the end of the fighting in the room, which would give her a boost in boss levels.Ĥ. This fits her theme also as a character that is after reenge ina sort of way. I would suggest making the passive last longer and then make 1 health return to the user if the source of the damage is killed before the timer goes off.(it's like the mechanic of retuning health that was lost, by aggressing onto the target, like in the game Bloodborne). This passive falls short because taking any damage is TERRIBLE in this game, and the duration of the passive once activated is far too short. The Convict's passive is: Deal extra damage for a short time after getting hit. This Character suffers from a very bad passive and a so-so secondary weapon. Its AOE clear is great as well as a good area denial device. The Convict: This class would be at 4 if it weren’t for the Molotov cocktail. I think this would be at Marine levels of usefulness and make the class feel better overall.ģ. If you could make the dog also detect hidden rooms and find objects on room clear as well, it would feel less lack luster. It really makes the passive feel underwhelming. I've gone through games where this has only activated once or twice at most and only gives ammo or health to me on those occasions. It gives you an extra item on room clear. The problem is her passive DOG is not very useful. The Crossbow 1 hits most early minions, 2 hits shogun shell enemies, and 5 hits Gun Nuts. The Huntress: Her crossbow starting weapon makes the early levels easy. Make all classes as good as this one and you will have a much more fun game.Ģ. He should be the benchmark of what you are aiming for. He is the best for long runs and his passive causes him to scale into late game easily.
ENTER THE GUNGEON DRUM CLIP FREE
The Marine: He has a passive that scales on any gun, starts with armor and gets a free ammo drop. Here are the 4 starting classes from best to worst, my explanation for why, and what I think is the best way to improve them.ġ.

I have been playing this game a lot since release and I have come to a few understandings of the characters and their power levels.
