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Ive tried stats buffing group comps, like Crusader/Jester/Leper types. But its just way too slow. I found it way easier to just DPS race down the mobs instead.
Most success Ive had reaching lvl 5 was just going pure DPS with 1 vestal in the back. Vestal/Highway/Highway/Helion is probably the most OP comp Ive discovered. Heck with the right gear you can even replace Vestal with another Helion if you want. Breakthrough/Grapeshot spam is incredibly OP. I just stack speed on my highwayman and crit on Helion for stress heals.
When I have more time I wanna experiment with Leper more. He seems like a top tier class, given enough accuracy trinkets.
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United States481 Posts
I did fine with a group using the jester in the 4th slot and just singing stress reduction, but the same group would have been fine with any other characters contributing.
The problem with the stress reduction skills is that a crit from an enemy might cause 10-16 stress for each member in your party while the jester's song just decreases what 5 for each person each round. So combat lasting 1 more round just gives 1 more chance for a big negative.
Having said that when I started my third group it was like jester, priest, crusader, leper and it just ran a ton of dungeons straight with no problems. /shrug
The only way the stress reduction skills seemed to really shine was in a chain stun group to heal/distress and then move on. But they patched that out of effectiveness.
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My first group has no healer all lvl 4 (doctor/highwayman/crusader/leper) because my high lvl vestal died at lvl 3 and my B team was too far away, missions are more stressful but i manage really well the DPS and the stuns, crazy amount of it, the blight on the doctor stacking for big guys or bosses is just crazy, i have only battlefield medecine against deathdoor and i have to take more food and concentrate my camp skills more on healing than stress heal.
I dislike that when you buff the heal of occultist, the bleed is also buffed up. it's crazy, very high risk heal but love his deamon pull on the back guy.
i don"t really like the jester, i just don't understand what he is supposing to do, what his is role on the team
very good game love it
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Bought this other day, good game, not as hard as people are saying though, although I am kinda playing super careful and lvling up all my skills / weapons before trying harder dungeons lol.
worth the money for sure though.
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Another thing I'm trying to play with is light level.
I like darkness for the +crit (of course the +loot is nice too). Stress stacks so fast during darkness - but I think at higher hero levels you miiight be able to counter stress with crits? The risk of getting surprised is big though, that plus having monsters with +dmg/acc can bend you over pretty hard.
On the flip side surprising a group of monsters is a huuuuge benefit. The stress reduction doesn't seem too important as long as you have the right team. And keeping it high is easy with vestal/crusader... so you can save a bit of coin early on by not buying torches.
Decisions. DECISIONS. I think that's what makes this game so fun.
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I haven't thought about using low light level as a strat lol. I saw some trinkets and buffs that benefits from low light but never thought much of it.
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United States481 Posts
There are some good low light trinkets and quirks.
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Graverobber is amazing with double legendary bracers....
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I cant get enough of this game. I have every building upgraded to 100%, and nearly got 2 full lvl 6 teams.
Ill be counting the days till they add more content..... + Show Spoiler +I need more.
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I really like the game. Everything is really good, however the mechanics could use some more turning/rework.
Pesonally I don't like following things:
- The aoe effects apply for all chars
Usually when you use an aoe attack or ability, it applies the same to all chars. This leads to situations where a marksman shoot critical aoe and does extreme amount of damage. Also this leads to all dodge situations, which are broken cos everybody has different dodge chance.
- Skip turn gives stress
You swap like crazy instead lol?
- The food eating can be pretty dumb
Sometimes chars want to eat food like every other room. There should be some delay after you eat when the char won't get hungry.
- The heal mechanic
Personally I would like if the heal mechanic was replaced by protect mechanic(= buff which gives a shield and does not stack). Also there could be some healing after battle - like the system would remeber how much hp you lost in battle... and after battle you would be able to restore some % of it by eating food/bandages or using some heal skills. For example if you had 30/50 hp and went to combat and lost another 10hp, you would be able to restore 50% of it by some methods...
- The death's door
It's like I'm ok having a turn before death, however surviving 4 turns in row is thrilling but too much random.
- Grinding
They tried to limit the grinding by not allowing high level chars to join low level dungeons. I don't particularly like this although I don't know how would one fix it - maybe give much more rewards for the higher level dungeons and increase upgrade cost dramatically with levels.
- Leaving dungeons
I started to use this and part of the thrill is off. I think that at least if you want to leave you'll have to travel to entrance and the rooms you have already visited will have to pose threat of encountering an enemy(some weaker form - I think this already exists but it is too rare).
- Monster/character variety/weakness
It feels like that whatever char. compositions you chose the same problems will you face. I mean that if you meat enemy group A which is difficult, it won't much less difficult if you have chosen other characters. And if you meet enemy group B which is easy it will be always easy.
- Having all these busts, pictures, deeds and what not
I think it would be better to have only 2 resources like gold and the special one. That way it would be more strategical to chose what you want to upgrade.
- The order is nice but...
It would seem to me that most monster can do melee and aoe alike and the damage is pretty much the same. I would be nice if there where some dedicated range chars and melee chars. Also there should be some mechanic(maybe there is but I don't know about it?) that makes melee attack less precise(or do less damage) the more distant enemy it tries to hit(monster behind another monster).
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On February 22 2015 06:53 LastWish wrote: I really like the game. Everything is really good, however the mechanics could use some more turning/rework.
Pesonally I don't like following things:
- The aoe effects apply for all chars
Usually when you use an aoe attack or ability, it applies the same to all chars. This leads to situations where a marksman shoot critical aoe and does extreme amount of damage. Also this leads to all dodge situations, which are broken cos everybody has different dodge chance.
I found it kinda weird too how sometimes they would all crit or all dodge. There were few times I recall when only 1 to 2 would dodge for Grapeshot. I think theres a bias for "all dodge/all crit" in the games mechanics.
- Skip turn gives stress
You swap like crazy instead lol?
I really dont mind giving my char 5~ stress or so if it means preserving my next guy's time slot to deliver a crucial blow to the enemy or a crucial heal to ourselves. This is probably the most annoying mechanic, but also why I hate dealing with those Tentacle Eldritch guys. This also plays into the role of what abilities to swap out if you want to use Crusader's Holy Lance or Highwayman's Duelist's Advance. Thankfully you can swap abilities in dungeon, a little bit of a broken mechanic imo, makes dungeons seem really trivial sometimes.
- The food eating can be pretty dumb
Sometimes chars want to eat food like every other room. There should be some delay after you eat when the char won't get hungry.
I really hate the "starve" RNG a lot. Makes me extremely paranoid to not bring enough food for a 2x Camp mission. I usually over compensate if its not my "A team" going on a long dungeon, which usually can lead to overspending gold. You can use bandages to salvage animal corpses for food, but thats a really tedious process which I never bothered with.
- The heal mechanic
Personally I would like if the heal mechanic was replaced by protect mechanic(= buff which gives a shield and does not stack). Also there could be some healing after battle - like the system would remeber how much hp you lost in battle... and after battle you would be able to restore some % of it by eating food/bandages or using some heal skills. For example if you had 30/50 hp and went to combat and lost another 10hp, you would be able to restore 50% of it by some methods...
You could be on to something here. Healing mechanic in this game feels like its taken a backseat by the devs. And its scales pretty horribly. This kinda just encourages you to get 4tank/dps slots and DPS race down mobs.
- The death's door
It's like I'm ok having a turn before death, however surviving 4 turns in row is thrilling but too much random.
Theres a potential build behind this where you can reduce deaths blow to 100%. I think its only possible with Jester? I never experimented with this myself but I plan to in the near future.
- Grinding
They tried to limit the grinding by not allowing high level chars to join low level dungeons. I don't particularly like this although I don't know how would one fix it - maybe give much more rewards for the higher level dungeons and increase upgrade cost dramatically with levels.
I can see where the devs were going with this. They want you to manage teams for each level of difficulty. 20 hero slots max total (for now) for 3 levels of restriction. Its pretty lenient but also really tedious when I want to micromanage my trinkets from one team to another.
- Leaving dungeons
I started to use this and part of the thrill is off. I think that at least if you want to leave you'll have to travel to entrance and the rooms you have already visited will have to pose threat of encountering an enemy(some weaker form - I think this already exists but it is too rare).
Penalty for abandoning a dungeon is pretty dire imo. You gain a lot of stress for your whole group. Also I dont abandon a lot, but when I was doing Hag Witch and she potted up my "main" guy I panicked and retreated. Boy did I regret that, I lost my 2 reds with him also...
- Monster/character variety/weakness
It feels like that whatever char. compositions you chose the same problems will you face. I mean that if you meat enemy group A which is difficult, it won't much less difficult if you have chosen other characters.
I think there is some advantages/disadvantages when it comes to Group A or Group B being better or worst for Enemy A. Positive/negative quirks for each given character plays a role in this. Lots of other stuff I could think of too, but the quirks thing was just off the top of my head.
- Having all these busts, pictures, deeds and what not
I think it would be better to have only 2 resources like gold and the special one. That way it would be more strategical to chose what you want to upgrade.
Devs just want you to manage inventory space. Like the guy narrator says, "Getting the loot is only half the battle..."
- The order is nice but...
It would seem to me that most monster can do melee and aoe alike and the damage is pretty much the same. I would be nice if there where some dedicated range chars and melee chars. Also there should be some mechanic(maybe there is but I don't know about it?) that makes melee attack less precise(or do less damage) the more distant enemy it tries to hit(monster behind another monster).
Not sure what youre asking for here. I think order placement is fine. Some of the scariest comps would be like Bone Riflemen(?) groups where their Quarrel crits you like mad. I always try to single target dps them or a mob in front of them to get them in the 1/2 slot position so that theyre forced into doing melee only.
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I really dont mind giving my char 5~ stress or so if it means preserving my next guy's time slot to deliver a crucial blow to the enemy or a crucial heal to ourselves. This is probably the most annoying mechanic, but also why I hate dealing with those Tentacle Eldritch guys. This also plays into the role of what abilities to swap out if you want to use Crusader's Holy Lance or Highwayman's Duelist's Advance. Thankfully you can swap abilities in dungeon, a little bit of a broken mechanic imo, makes dungeons seem really trivial sometimes. I think because of the broken heal mechanic other parts of the game needed to be compromised in order to motivate you not to prolong battles. As a result of skip turn giving stress you just move around the other characters to cheat the intended stress overtime mechanic. If the heal mechanic would be fixed then stress overtime in battles could be really removed as I don't see any good in it(longer battles tend to be more interesting). What I would rather like is to replace skip turn with the defend ability that would both make sense and strategical use as it could improve dodge/prot/resists for the next turn or so.
Show nested quote +- Monster/character variety/weakness
It feels like that whatever char. compositions you chose the same problems will you face. I mean that if you meat enemy group A which is difficult, it won't much less difficult if you have chosen other characters.
I think there is some advantages/disadvantages when it comes to Group A or Group B being better or worst for Enemy A. Positive/negative quirks for each given character plays a role in this. Lots of other stuff I could think of too, but the quirks thing was just off the top of my head. What I meant is that for example most of the combats are pretty generic 3 or 4 monsters aiming to do damage to you. From the variety perspective you could meet also single monsters(in other than boss fights) that would encourage you to use weakening buffs or damage over time and make aoe skills not so useful. Or there would be battles where the enemy creatures would not do much damage however will pose threat in giving negative buffs on your party which would last for a long time unless cured by an item.
Show nested quote +- The order is nice but...
It would seem to me that most monster can do melee and aoe alike and the damage is pretty much the same. I would be nice if there where some dedicated range chars and melee chars. Also there should be some mechanic(maybe there is but I don't know about it?) that makes melee attack less precise(or do less damage) the more distant enemy it tries to hit(monster behind another monster).
Not sure what youre asking for here. I think order placement is fine. Some of the scariest comps would be like Bone Riflemen(?) groups where their Quarrel crits you like mad. I always try to single target dps them or a mob in front of them to get them in the 1/2 slot position so that theyre forced into doing melee only. As I think about it again part of the problem could be fixed by disallowing to swap abilities while in the dungeon.
The second part is about the monsters: Say there are 3 types of creatures: M = melee R = ranged A = ambi-ranged
While the ambi-ranged is good wherever they are and can attack any slot their weakness is usually having less hp or doing less damage.
However if I look at the classic M/R battle say:
C4 C3 C2 C1 vs M1 M2 R1 R2
Often times you can get: R1 attacks C4, R2 attacks C4, M1 attacks C4, M2 attacks C4. As I see this M1/M2 should not be able to effectivelly target or damage C3/C4. Meaning not able to or doing like 50% damage(which I would favor the former as it makes the battle little more predictable).
Also as you kill the M1/M2 or push R to the front line say:
C4 C3 C2 C1 vs R1 R2
Often time R1 and R2 still can do a lot of damage at this positions where as I think there should be a clear advantage(apart from losing aoe or critical) of this having the dedicated range creatures do poorly up to 50% of they orginal damage.
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I've got a challenge for anyone bored
Beat the swine prince(the first one, idk if it's any possible with swine king++) by killing the small one first. Almost done it just 25hp left T_T.
Make a video of it!
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So... This game was funded by kickstarter, yet you still have to pay to get it? There is an inherent problem with that: If the project goes bad, you lost nothing because you got paid for it anyway. If the project goes well, you profit from the investment of people who will NOT get their investment back, not to mention profits from sales.
Its an inherent problem and moral hazard in the system that is easy to exploit. I know that without kickstarter we probably would not have some of the products we now have/will have in the future, but its beeing really corrupted by those who abuse the system.
Think about what happened with oculus. People gave away money to a person who then sold his idea and product to a company for incredible profits.
So, while there may be people who really need and use kickstarter well, those that dont make me hesitant and in fact hostile at times to this sort of funding.
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People who supported the project on kickstarter do not have to pay. If the game is funded they get their investment back in form of the game (and additional things depending on the amount they spent). Sure the game can be a failure but everybody knows about that risk.
If the funding goal is not met nobody's credit card/paypal/etc is charged and the team gets nothing. Maybe I'm missing your point but the system seems fine to me.
Just learned about the game through a twitter-post a few days ago. I love the artstyle. Have to check some streams : )
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On February 24 2015 19:46 iloveav wrote: So... This game was funded by kickstarter, yet you still have to pay to get it? There is an inherent problem with that: If the project goes bad, you lost nothing because you got paid for it anyway. If the project goes well, you profit from the investment of people who will NOT get their investment back, not to mention profits from sales.
Its an inherent problem and moral hazard in the system that is easy to exploit. I know that without kickstarter we probably would not have some of the products we now have/will have in the future, but its beeing really corrupted by those who abuse the system.
Think about what happened with oculus. People gave away money to a person who then sold his idea and product to a company for incredible profits.
So, while there may be people who really need and use kickstarter well, those that dont make me hesitant and in fact hostile at times to this sort of funding. Kickstarter is crowdfunding. You do not pay for a product, but for a chance for a project to be realised. To incentivise funding, the project starter promises tier-based rewards for backers. Game access is usually one of these for game projects.
Don't confuse backing something on kickstarter with buying a game on steam.
Is it flawed and exploitable? Yes, however Kickstarter refuses serial-exploiting by blocking malicious users. Does that mean you're guaranteed a finished game if you back one? No.
Edit: I do think project creators are in some capacity forced to uphold their backing promises, as I'm assuming they agree to TOS or enter a contract or something to have their project on the site. How Kickstarter goes about dealing with bad shit however, I cannot say.
Since the project creators are forced to uphold the rewards, it's no suprise that game keys are usually worded as "early access" and "full game key once project is finished". Early access can be given with a prototype, and "once project is finished" is basically an endless timeframe.
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On February 24 2015 19:11 LastWish wrote:I've got a challenge for anyone bored Beat the swine prince(the first one, idk if it's any possible with swine king++) by killing the small one first. Almost done it just 25hp left T_T. Make a video of it! Lol funny thing, I killed the cheerleader pig my very first encounter. WHAM--BAM!!!....OH GOD, RETREATTTT!@!!!~
Im pretty sure I can do the Swine King challenge now though Ive been collecting some gear...+ Show Spoiler + Also counting 6~ Legendary Bracers on my active teams.
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On February 25 2015 07:21 Emnjay808 wrote:Show nested quote +On February 24 2015 19:11 LastWish wrote:I've got a challenge for anyone bored Beat the swine prince(the first one, idk if it's any possible with swine king++) by killing the small one first. Almost done it just 25hp left T_T. Make a video of it! Lol funny thing, I killed the cheerleader pig my very first encounter. WHAM--BAM!!!....OH GOD, RETREATTTT!@!!!~Im pretty sure I can do the Swine King challenge now though Ive been collecting some gear... + Show Spoiler +Also counting 6~ Legendary Bracers on my active teams.
Very, very nice. Just remember if you try the challenge - no damage to the swine prince/king/god(you can do aoe if you also hit the little one) until the little one is dead
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Release date is finally set to the 19th of January.
I bought this ages ago on steam and now I'm kind of hoping to buy it again on Vita, should it ever see the light of day.
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i've been excited to get my hands dirty with this game! the visuals and aesthetics are something i really like and think are more rare in today's releases on steam.
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