Madican wrote:
Syobon wrote:
So since Galaxy Man already explained the advantages, what are the actual downsides of hexes?
Well to start with most of the high-tier hexes take up 2 slots, so to even make the build successful requires investing a good number of points into attunement, particularly for more casts. It's also heavily gear-dependent. Lion Mage set being practically mandatory along with Sunset Staff and Chime of Want, which is a post-endgame item. Not to mention the rings, at least two of which are NG+ from bosses.
The major stat investment into FAI/INT, and keeping it even, and ATN means there's very little left to spread around other stats, which is a problem if one wants to use any kind of shields or decent weapons. Drangleic for example requires 16 STR and Moonlight Greatsword needs 18 STR and 18 DEX at minimum, along with some points in END to have stamina. Then the infusions are absolutely mandatory, so straight away the hex build doesn't see its real strength until the latter part of the game.
The biggest downside to a hex build though is that a hexer needs to be cautious in PvP and PvE compared to melee. If their guard gets broken or they can't escape melee then they're screwed. Health of a wet paper bag with defenses to match. Even if hexes cast relatively quickly there's still that momentary pause that a fast weapon can mercilessly take advantage of. Running away doesn't work, hexers need that stamina to cast and the opponent is just going to chase.
Lets go over why all this is wrong.
First off no, nothing in the game is gear dependant. It does not matter what you are wearing even close to ever. Gear
helps, it has bonuses, but even if you were stark naked you could easily run a hex build.
Attunement is required for any magic build. Hexes are not being hindered more than any other type of magic like that. All higher level spells start using more and more attunement slots. Forbidden Sun casts fairly quickly but still does less damage than GRS, and it uses THREE SLOTS. Hexes in general use less slots for higher damage! Mind you, Affinity uses three slots, and Climax uses a whopping FOUR, but lets recap what each of those does.
Affinity does a shitton of damage, but moves slowly and can be beaten by running in a wide circle. Climax uses ALL OF YOUR SOULS for a ton of damage but since it uses ALL your souls (and firing it without souls brings it down to 5% of it's max damage) it's really never worthwhile in PvP, where the main issue with hexes comes in.
However, the big damage outputter is GRS, which uses a pathetic two slots, and has an astounding base of EIGHT CASTS. That's about six casts more than you need in PvP. And, reminder, with enough dark defense to make GRS less damaging by more than a very slight margin, you would need to base yourself entirely around stopping dark damage, and proceed to make yourself be useless against every other type of damage. So you can't just say "well get more dark defense" because getting enough to matter would be
crippling due to how little dark defense gear ever gives you. Don't even get me on the fucking dark quartz ring, even at +2 that shit only gives you 100 dark defense. Sounds like a lot, and to any other damage type it would be, but you'd need over 500 dark defense to make that any sort of worthwhile, and you can't even get that much dark defense unless you are
already a fucking hexer and have kicked int and faith to 40 each.
Also, complaining about not being able to use shields? Shields. Shields become bodaciously useless at higher levels of PvP, unless you're specifically trying to block a certain type of magic. No competent hexer, or competent mage, or competent anyone has a shield. It's always better to just roll away, there's no tactical advantage to just standing there and letting someone smash your shield to bits and then guard break critical you. It's always best to roll so nobody has shields, so the fact that hexers might not be able to doesn't matter. I did an entire Int run only ever leveling dex to 20 so I could use a rapier, sword in one hand staff in the other, and at no point did I go "man i wish i had a shield" because shields aren't ever worth it. At no point in PvP did I go "i could have blocked that with a shield" because rolling away is always more strategically worthwhile. So not having a shield is not a downside, in fact, it forces you to play DS2 the way it's fairly clearly expected to be played, by rolling.
Another thing is that hexers have no need to ever run. May I remind you that even if someone has hit the soft cap in HP, Great Resonant Soul can TWO SHOT THEM. It fires off insanely quickly, it does insane damage, you can bodaciously just stand there and wait for your opponent to attack, roll away and cast and that's it you've done 90% of their health, and now they're stunned so you can probably hit them with another GRS because the hitbox is larger than the projectile and will probably hit them even if the actual projectile does not.
Hexers aren't like mages, they're not weak to close combat but strong in long range. They're overly strong, no matter what.
Every point you can list that is a supposed downside of hexes is bodaciously false. It is factually, actually false. Hexes at high level PvP, and hexers are high level PvP, are supremely OP, and if it's really fucking required I will write ten pages of pure solid math to prove it.