Inkbound

Inkbound

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Feels like every enemy is now overtuned
Challenge rank 12 only here, but like damn. Consistently getting ~200 total damage bonus and I'm barely making a dent on some enemies, especially the ones right before the final room.

It's either that or the combination of enemy effects making a single combat encounter nigh impossible. I've been trying various draft combo bindings with shield + restoration combo giving me the best results.

Stacking damage to climb the challenge ranks prior to 1.0 wasn't that big of an issue.
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62 yorumdan 46 ile 60 arası gösteriliyor
İlk olarak Selphos tarafından gönderildi:
Not really, no. You basically just wrote the kind of thing you would see in a game's instructional booklet as a general manual for how the overarching flow of the game should be, in an extremely broad sense.
I've been out of this game since the launch of early access, so I'm not the one you need to convince that the bad builds are actually good, because I don't know what they are. But you should try that angle next.

Here's an Obelisk win from the Rank 18 run I played earlier this afternoon :

https://steamcommunity.com/sharedfiles/filedetails/?id=3219563260

Every time I used Pilfer, it spawned 3 Orbs. Every Orb granted me +6 Spikes. I gained additional Spikes per turn based on my DR%, and additional DR% based on my Spikes. My shield bash added extra damage per point of shield I had, and when I'm spawning 12-24 orbs per turn with already reduced cooldowns from the Starship set bonus that meant a whole bunch of Shield cast per turn. I had way more gold than I could possibly need by the final Carver, so I rerolled until I had two of the purple vestiges that added +20 Omnipower for each Orb picked up. on the final boss I was able to fully clear every enemy on the field + phase shift the Villain every turn, easy 3 turn clock. Notably, I didn't have any Omnipower at all until I rerolled at the last shop, and didn't even have any +physical power until I grabbed the Bone Dog vestige prior to the Book 2 Guardian. My build and its DPS focus pivoted from mostly hitting with spikes reactively as they hit me, to proactively with the scaling the Bash ascension provided going into the final zone. Beforehand, my build looked like this :

https://steamcommunity.com/sharedfiles/filedetails/?id=3219563871
This Magma Miner run one was a blast as well. I aggressively picked up Verdant vestiges and threw them in a grinder to the extent that by the Book 1 Boss I had the full 8-piece Verdant bonus.. but not much else. That huge life pool let me take a bunch of damage though, which turned those Bonsai Tree relics into items worth almost +100 Phys dmg each by the end of the game. What really made things pop-off though was taking the Quicken ascension that reduced its cooldown from 7 to 3, alongside the Augments that made Quicken additionally provide -1 cooldown to all Physical bindings on top of the full cooldown reset for the longest cooldown binding (Cleave, in this case) and the Augment that reduced the base cooldown on Quicken by -2. That meant I could freely spam Cleave over and over again, with cooldowns cycling through pretty quickly via all the Heat I was generating and my Shattered Will procs providing more Willpower than I ever needed per turn.

Once I had whittled down the enemies with 2-3 casts of Cleave, I could use the 3rd ability to net a full cooldown refresh on every kill I scored with it, and because I had taken an augment to reduce the base mana cost to 1 that meant every Smash in the chain beyond the 1st one was entirely will-free to cast.


https://steamcommunity.com/sharedfiles/filedetails/?id=3219564524
En son Gifts Ungiven tarafından düzenlendi; 11 Nis 2024 @ 15:01
And now here's two different approaches to Clairvoyant. This first one had me scaling almost exclusively via +physical and +crit for my 1st Ability, with supplemental damage via Smite procs on every orb toss. I made sure to never expend my Psionic charges once they hit 3, but still relied on the Suction Ascension on the 3rd ability to clump the room up tightly so my 1st ability could run back-and-forth over them all repeatedly.

https://steamcommunity.com/sharedfiles/filedetails/?id=3219565462

This next Clair build was super wacky, but still got us there in the end. I started out with the Trinket that provides +5 shield per turn at the expense of -25 base HP. I also ended up losing another chunk of HP during Book 1 from the enemies modifier that causes -1 Max HP if they manage to connect with you past your shields, so I had 11 HP by the time I finished this run. To deal with this, I built towards very high DR% and Blur to stay alive, while using Hex+Shatter+Marked to Burst the entire room at once with a combination of fully charged Suction Charge on ability 3 plus a spiced-up AoE from ability 2 once the map was clumped together. It was a pretty tight little 4-Will combo that left me opportunities to use the "Fabled" vestige set bonus to convert unused Will each turn into extra shielding or kwillings.

https://steamcommunity.com/sharedfiles/filedetails/?id=3219566643

So like, be creative and go play the game. There's a whole world of cool ways to win at the moment.
İlk olarak shaolao tarafından gönderildi:
İlk olarak Neon Black Interactive tarafından gönderildi:
Keeper slaps, crit build is broken. Miner on the other hand...idk why they decided to give him a huge nerf cause he already had some problems before.

Everything is good with the right sets i agree but keeper feels really under if yoy get a bad run compared to other classes
He rewards you for patient play, after learning to play him right he just dominates everything consistently on dd20. Crit keeper is the strongest damage build in the game right now imo, just shreds at every stage of the run. I've found that usually when people have a hard time with him it's cause they're not patient and they use spears too early when they shouldn't.
En son Neon Black Interactive tarafından düzenlendi; 11 Nis 2024 @ 23:07
I did a run just now where my keeper was critting for 60k but I did not win the run.
Messed up and didn't get anything to heal or defend with and the multi phase last boss didn't treat me well since I was first turn burst,
The game definitely feels harder but I also feel like there are more options to break the game. I'm still rank 10 but my dailies and rank 0 mess around runs have gone pretty decent
İlk olarak Flampasy tarafından gönderildi:
I did a run just now where my keeper was critting for 60k but I did not win the run.
Messed up and didn't get anything to heal or defend with and the multi phase last boss didn't treat me well since I was first turn burst,
The game definitely feels harder but I also feel like there are more options to break the game. I'm still rank 10 but my dailies and rank 0 mess around runs have gone pretty decent

Nice work! Keep at it, you'll definitely get there.

You're right though that it is rarely enough to be all-in on damage without some sort of mitigation to supplement it, or enough ways to break open your action economy such that you have sufficient damage output to fully wipe the board on every turn.
En son Gifts Ungiven tarafından düzenlendi; 12 Nis 2024 @ 5:17
Was struggling at first, but just had a really good run with Obelisk after focusing harder on synergies. I maxed Spike, DR, and Shielding.

Curious about this Chainbreaker + Unbound combo. Do you just rush to the edge of the arena at the start?
İlk olarak ThatGuyKhi tarafından gönderildi:
Was struggling at first, but just had a really good run with Obelisk after focusing harder on synergies. I maxed Spike, DR, and Shielding.

Curious about this Chainbreaker + Unbound combo. Do you just rush to the edge of the arena at the start?

The trick is to only take "Marker of the Unbound" if you see a Book 1 option with the "Gunkfilled" modifier. That makes certain you will have a pool of ink to act within from as early as turn 1 on every combat. This honestly works better on ranged characters, and is absolutely absurd on Clairvoyant.

Chainbreaker does have the hidden benefit of being able to ignore many ground hazards, like ink, regardless of your trinket selection. His primary ability has the "Teleport" tag attached to it, and those types of abilities will not cause you to trigger any floor damage when activated within the hazard zones.
There are definitely some overtuned enemies and underperforming heroes, some bosses are a cakewalk while others are nightmare fuel.
I've got no doubt that they will nerf/buff whatever is needed though
İlk olarak ThatGuyKhi tarafından gönderildi:
Was struggling at first, but just had a really good run with Obelisk after focusing harder on synergies. I maxed Spike, DR, and Shielding.

Curious about this Chainbreaker + Unbound combo. Do you just rush to the edge of the arena at the start?

Up to challenge level 10, at challenge level 11 and onwards you can reroll the areas until you'll get the gunkfilled effect.
I specifically have been having issues with the hard combat before the villain. Everything else feels fine but having those purple guys spam arena wide unavoidable AoE unless you wipe them immediately just feels bad. Especially if you make it through the rest of the run without struggle. I would've easily been able to kill the villain all three times this happened but those guys just hit too hard I think. It's like 50 dmg turn 1 and 90 turn 2. Maybe my builds weren't as good as I thought but that just seems like too much.
Losses were with Chainbreaker, Clairvoyant and Mosscloak
En son TheRealDirtyDan tarafından düzenlendi; 12 Nis 2024 @ 9:07
İlk olarak TheRealDirtyDan tarafından gönderildi:
I specifically have been having issues with the hard combat before the villain. Everything else feels fine but having those purple guys spam arena wide unavoidable AoE unless you wipe them immediately just feels bad. Especially if you make it through the rest of the run without struggle. I would've easily been able to kill the villain all three times this happened but those guys just hit too hard I think. It's like 50 dmg turn 1 and 90 turn 2. Maybe my builds weren't as good as I thought but that just seems like too much.
Losses were with Chainbreaker, Clairvoyant and Mosscloak
That fight is honestly harder than villain or even unbound. You can't control the damage much other than outright wiping them out. Its a pure damage check and nothing else, especially since enemies come out with direct target attacks every turn as well.
İlk olarak MrSmiley tarafından gönderildi:
İlk olarak TheRealDirtyDan tarafından gönderildi:
I specifically have been having issues with the hard combat before the villain. Everything else feels fine but having those purple guys spam arena wide unavoidable AoE unless you wipe them immediately just feels bad. Especially if you make it through the rest of the run without struggle. I would've easily been able to kill the villain all three times this happened but those guys just hit too hard I think. It's like 50 dmg turn 1 and 90 turn 2. Maybe my builds weren't as good as I thought but that just seems like too much.
Losses were with Chainbreaker, Clairvoyant and Mosscloak
That fight is honestly harder than villain or even unbound. You can't control the damage much other than outright wiping them out. Its a pure damage check and nothing else, especially since enemies come out with direct target attacks every turn as well.
I haven't even made it to unbound yet but this is the fight where I most consistently lose. And it just feels bad because you don't struggle up until that fight so it's hard to tell if you're going to fail or not until you get there and it's so late in the run it feels like I wasted my time getting there...
Obelisks currently bugged and raise damage with every action you take. Kill them on turn one or try to manage actions when they doing AOE attack.
En son letir tarafından düzenlendi; 12 Nis 2024 @ 11:03
Oh my God he's an Instagram wine guy.
Everybody evacuate! We're dealing with terrifying forces beyond our reckoning here!
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62 yorumdan 46 ile 60 arası gösteriliyor
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Gönderilme Tarihi: 9 Nis 2024 @ 15:28
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