Monster Train

Monster Train

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Why do people say umbra is bad?
Especially after the minor buffs. Its so easy to snowball with them.
Is it because getting going without direct damage is hard?
I just finished with the last clan secondary and while every run wasn't a win, it took a lot fewer retry than other clans.
Last edited by CapnSquiggles; Jul 20, 2020 @ 8:42am
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Showing 1-15 of 24 comments
Gentlest Giant Jul 20, 2020 @ 9:14am 
¯\_(ツ)_/¯
I can name a few issues they have, some of which are more unique to them than the others; but I can say that for all 5 clans. I don't know how dissing Umbra in particular ended up being almost a meme.
At the end of the day, winrates are the only important metric and I can't see anything weird on my own end in that regard.
Zeel Ara Jul 20, 2020 @ 10:02am 
People feel a need to justify not wanting to improve. If they can't make something work, it has to be because that thing simply can not work. A perplexing perspective in a single player game that's about working within the limitations imposed on you, and trying to find the best way to make use of the tools at your disposal. One would think that the approach that gives the most challenge would also be the most interesting.
CapnSquiggles Jul 20, 2020 @ 10:36am 
Yeah personally my worst rates are with stygian as I am not sure how to make spell heavy work in this game without total RNG luck sandwich but I can see the power.

Umbra with the morsels and their leader are just so beefy... and with all that damage shield, you can stack up to the final boss to where they only start doing damage when almost dead. Basically any of their units are functional in either huge damage or damage soaking.
Filthy Goon Jul 20, 2020 @ 12:00pm 
maybe people are still mad about the remnant/umbra nerf? if anything to me umbra seems like its actually easy mode, get the damage shield gorge unit or the shadoweater and a high damage unit to put behind it and youve basically won the game, i know some complain about morsel rng or whatever but theyre all beneficial in some way plus theyre great damage shields in a pinch. the only problems i could see is that umbra has a lot of emberdrain and high space/ember cost cards which i guess people automatically see as useless or terrible without actually trying to work with them
Last edited by Filthy Goon; Jul 20, 2020 @ 12:03pm
Yian Yan Jul 20, 2020 @ 5:04pm 
I have a really rough time winning with Umbra. It just rarely ever works out for me. Beat the game with every other clan that came before it on their first try and have much greater success with others in general. Took like eight or so to get through Umbra and the final run was just a really lucky stacked run (Spikedriver Colonies are nuts). I know enough to say that it isn't strictly because Umbra is bad and is because I didn't necessarily click with it (and I honestly threw a few of the runs taking trials I knew I shouldn't) but it's definitely not as intuitive as some of the others.

The champion is in a weird spot compared to others: size three to boot and your options are: Architect to offset that, Glutton to amplify morsel play, or Monstrous for trample (while making the size issue worse). The champion can tend to be too soft to survive being a front liner on the first floor and the first floor is typically where you want your big champion to be but in order to interact with morsel mechanics it needs to be on the front.

My most successful Umbra run was actually a Melting Remnant run. It was kind of decided when I had the Shadelamp as a starting artifact. At the end I literally had just 2 Melting Remnant spells, Dark Calling III Rector, a Crucible Warden, a Crucible Collector, a Shadoweater, and a bunch of Umbra spells. I could freely load up my Shadoweater and Crucible Collector with four morsels each, each turn, regardless of a lack of feast and those morsels quickly became significant damage dealers during the combat turn they were around.

Regarding my issues with the units: they often have apparent synergies that end up being traps. The Morselmaker combined with any Gorge unit is an obvious combo but leaves you with a locked floor. Doubly so if you try to be "clever" and toss a Morselmaster in with them: you immediately hit that 7 unit hard cap. If you don't have sufficient self clear in spell cards you can end up really bogged down by what seemed like a good combo. Especially once sweeps and spikes come into play.
Songbird Jul 20, 2020 @ 5:21pm 
Originally posted by Filthy Goon:
maybe people are still mad about the remnant/umbra nerf? if anything to me umbra seems like its actually easy mode, get the damage shield gorge unit or the shadoweater and a high damage unit to put behind it and youve basically won the game, i know some complain about morsel rng or whatever but theyre all beneficial in some way plus theyre great damage shields in a pinch. the only problems i could see is that umbra has a lot of emberdrain and high space/ember cost cards which i guess people automatically see as useless or terrible without actually trying to work with them

Not sure why one would ever take damage shield gorge (Crucible Warden) over lifesteal gorge (Crucible Collector) when the latter has better stats and lifesteal is about three to four times as strong as damage shield starting the moment you don't get one-shot. You have to have a lot more damage on units that don't need to gorge for damage shield to be enough to tank the last fight, while one lifesteal basically means you take no damage that round (if you don't die before attacking).

Umbra are weird in that a lot of their units are almost strictly support yet count as priority draws (Morselmaster, Morselmaker) or are unpickably bad (the one that looks like Overgorger that I've never seen anyone take except when they thought it was Overgorger, Shadowsiege in the 90% of runs it's literally unplayable), and others (Overgorger and Crucible Collector) are so good that they singlehandedly win everything with minimal support. Morsels also tend to be somewhat underpowered when not fueling Gorge effects, which limits their synergy with other clans.
Last edited by Songbird; Jul 20, 2020 @ 5:21pm
Nate Jul 20, 2020 @ 5:25pm 
you can easily play wrong and die with them i guess, atleast as a new player
ZirzoR Jul 20, 2020 @ 8:06pm 
Originally posted by Fluffeh:
People feel a need to justify not wanting to improve. If they can't make something work, it has to be because that thing simply can not work. A perplexing perspective in a single player game that's about working within the limitations imposed on you, and trying to find the best way to make use of the tools at your disposal. One would think that the approach that gives the most challenge would also be the most interesting.

Spot on mate, Couldn't have said it better myself. :dd2monk::gearthumbsup:
vendaksoth Jul 21, 2020 @ 8:56am 
i don't think umbra is that bad, the rng is a bit annoying, but it works out either way so not all bad there, and like I've seen in this thread, the life steal unit is strong, and so is the overgorger, I've also made a rank 23 run work with the shadowseige. If anyone needs to complain about a weak starting group, they need to focus on the awoken, the champ just doesn't scale well enough to be a relivant unit by the end, if you manage to pick up the spike generator unit, or you want it to die for draw, and their are about 10 other tanks in the game that are just better imo. Also, as an aside, the melting remnant is still super op, even after the "nerf" of the burnout champ
Giga Jul 24, 2020 @ 11:49pm 
Bad rolls/draws. Umbra can be good, emphasis on 'can'. It's just a matter of what second clan you have, and what relics you start with. If you have trample on start, you should be good, otherwise you need a good backup combo to deal with the incoming lack of back clear. 'swhy Guard and Awo works well with them given sweep. By themselves though....Lemme put it this way; Besides Siege and Warden, maybe maker, they don't bring any good units, and are wholly reliant on a single mechanic you have to actively engage. You need to put morsels down, or 90% of their kit doesn't work. Hell there's one unit where it literally doesn't attack without morsels. So if you A) don't have a morsel to play for any reason, B) don't have ember to use a card to get one, or C) don't have the space to summon one, most of their units will not function as intended. They're high maintenance for low reward. That's why.

That said, their spells are exceptionally good, which is why they make good secondaries. Their relics though....are too focused on their one mechanic.

Originally posted by Fluffeh:
People feel a need to justify not wanting to improve. If they can't make something work, it has to be because that thing simply can not work. A perplexing perspective in a single player game that's about working within the limitations imposed on you, and trying to find the best way to make use of the tools at your disposal. One would think that the approach that gives the most challenge would also be the most interesting.

That one's simple: The tools given aren't effective enough. This is one of the things I dislike a lot; people going 'l2p!' as if someone's a ♥♥♥♥♥♥ or lazy without actually looking at a problem. It's the bane of devs everywhere because you're actively encouraging people to not give feedback on something that could be a problem. And generally being an ass.

We just had a nerf that made the one unit worth mentioning for damage in the Umbra roster that wasn't champ nearly impossible to use, and tilt the scale for it's composition into 'you either go hard into this, or hope.' There's probably a way to make the other Umbra units work well, but compared to what other clans need to get going, and what you're facing especially in cov, and now mute, it's again high maintenance.

So please, don't just dismiss people as being lazy just because you can't see a problem. That's fairly hypocritical.

Originally posted by Songbird:
Not sure why one would ever take damage shield gorge (Crucible Warden) over lifesteal gorge (Crucible Collector) when the latter has better stats and lifesteal is about three to four times as strong as damage shield starting the moment you don't get one-shot. You have to have a lot more damage on units that don't need to gorge for damage shield to be enough to tank the last fight, while one lifesteal basically means you take no damage that round (if you don't die before attacking).

Because lifesteal can be countered with exes and the fact it takes place after the unit takes damage. It's entirely possible late game/higher cov for the collector with more HP to simply outright die before being able to heal. Top it off, you can only heal up to whatever max HP is.

Damage shield simply nulls all damage, full stop. It can be 1 or 100, it gets blocked. Keep in mind that it's a gorge ability, so it can be doubled or more [see spike+fossil], and there's a morsel that gives a DS from eat.

Simply put, Warden can outlast Collector, especially if built up for the boss. A top floor with a Warden that's been eating all fight with no damage taken can tank everything, especially with the right support.
Last edited by Giga; Jul 25, 2020 @ 12:06am
DuckSonata Jul 25, 2020 @ 3:12am 
Originally posted by Giga:
We just had a nerf that made the one unit worth mentioning for damage in the Umbra roster that wasn't champ nearly impossible to use, and tilt the scale for it's composition into 'you either go hard into this, or hope.'
Are you....talking about the Shadowsiege capacity nerf ? And you're not aware of any ways to increase capacity on a floor to 6?

Originally posted by Giga:
Because lifesteal can be countered with exes and the fact it takes place after the unit takes damage. It's entirely possible late game/higher cov for the collector with more HP to simply outright die before being able to heal. Top it off, you can only heal up to whatever max HP is.

Damage shield simply nulls all damage, full stop. It can be 1 or 100, it gets blocked. Keep in mind that it's a gorge ability, so it can be doubled or more [see spike+fossil], and there's a morsel that gives a DS from eat.

Simply put, Warden can outlast Collector, especially if built up for the boss. A top floor with a Warden that's been eating all fight with no damage taken can tank everything, especially with the right support.
Warden's only superior in one aspect, the ability to survive a large short-term damage burst (ok fine, it's also superior against the circle 7 revenge boss...sometimes). It pays for that with its vastly inferior morsel efficiency.

You need these conditions to be true for Warden to actually be better utility than Collector: you need to have no other way of mitigating damage, and you need to have some serious damage behind the Warden. You need the burst protection to matter, which it only does if you can actually win the fight after sacrificing too many damage shields to be able to reliably tank the boss. But it works if blowing all your damage shields on normal mooks is strictly a short-term solution, just a way to keep something behind alive at all costs and then that thing can kill all the mooks and carry the boss fight by itself. (And of course, in the case where you have powerful spells and/or units that annihilate everything before it can hit the Collector/Warden, then the Collector's/Warden's only purpose is to tank the boss, which Collector is obviously better at.)

In that situation, Collector might lose the run where Warden would win it. In pretty much every other situation I can think of where Collector dies, Warden dies also, and usually a lot sooner because damage shields tend to burn fast. If you can raise Collector's attack and max HP higher than the highest damage spike you're going to see, then Collector is strictly better. And most of the time you're able to do that, either by enhancing the Collector or killing stuff before it reaches the Collector floor. And if you're not able to do that, there's a good chance you were losing anyway, regardless of whether you had Collector or Warden.
Giga Jul 26, 2020 @ 5:47am 
Originally posted by faceplant712:
Originally posted by Giga:
We just had a nerf that made the one unit worth mentioning for damage in the Umbra roster that wasn't champ nearly impossible to use, and tilt the scale for it's composition into 'you either go hard into this, or hope.'
Are you....talking about the Shadowsiege capacity nerf ? And you're not aware of any ways to increase capacity on a floor to 6?

Of course there's ways to increase capacity; That's what I mean about leaning into it or praying. 6 ember + 6 capacity. Unless you get Extension AND some consistent means increasing ember cap-- as in not morsels-- you can't use this, full stop. The only consistent way of getting more ember with Umbra is Engine Upgrade, or Fel's Remorse, and without 3 of any combination, you can't summon it. Which leaves you with either hoping for an ember card, of which, 2 require you to spend ember to get back a minimum, 1 causes emberdrain, and the last is a consume. Or, hoping Prism Retrieval grab it with enough ember removed to play it eventually.

Only other alternatives is taking Awoken as your support and hoping for the right cards with them, or getting lucky with caves. You now need to juggle too many limitations on a unit that is expressly designed to be comparable to a champion, while still not being enough to 100% victory. Especially not in the third leg when it's likely you'll be able to summon it due to shards.

Originally posted by Giga:
Because lifesteal can be countered with exes and the fact it takes place after the unit takes damage. It's entirely possible late game/higher cov for the collector with more HP to simply outright die before being able to heal. Top it off, you can only heal up to whatever max HP is.

Damage shield simply nulls all damage, full stop. It can be 1 or 100, it gets blocked. Keep in mind that it's a gorge ability, so it can be doubled or more [see spike+fossil], and there's a morsel that gives a DS from eat.

Simply put, Warden can outlast Collector, especially if built up for the boss. A top floor with a Warden that's been eating all fight with no damage taken can tank everything, especially with the right support.

Warden's only superior in one aspect, the ability to survive a large short-term damage burst (ok fine, it's also superior against the circle 7 revenge boss...sometimes). It pays for that with its vastly inferior morsel efficiency.

You need these conditions to be true for Warden to actually be better utility than Collector: you need to have no other way of mitigating damage, and you need to have some serious damage behind the Warden. You need the burst protection to matter, which it only does if you can actually win the fight after sacrificing too many damage shields to be able to reliably tank the boss. But it works if blowing all your damage shields on normal mooks is strictly a short-term solution, just a way to keep something behind alive at all costs and then that thing can kill all the mooks and carry the boss fight by itself. (And of course, in the case where you have powerful spells and/or units that annihilate everything before it can hit the Collector/Warden, then the Collector's/Warden's only purpose is to tank the boss, which Collector is obviously better at.)

In that situation, Collector might lose the run where Warden would win it. In pretty much every other situation I can think of where Collector dies, Warden dies also, and usually a lot sooner because damage shields tend to burn fast. If you can raise Collector's attack and max HP higher than the highest damage spike you're going to see, then Collector is strictly better. And most of the time you're able to do that, either by enhancing the Collector or killing stuff before it reaches the Collector floor. And if you're not able to do that, there's a good chance you were losing anyway, regardless of whether you had Collector or Warden. [/quote]

First, what good is the collector if it's dead before it can attack? Most third leg waves can output well into 100 damage. Since DS blocks all damage from a single hit, it means the difference between dying outright, or surviving with 1 HP to recover later. It's also the difference between dying in 3 rounds with the boss, and surviving to 8, which is more than enough for any decent comp.

And second, Collector needs something backing it up anyway. We're talking about a 10 damage difference against units with HP into 100+, and damage output around 15 to 20+. Putting aside if Collector dies before healing, which is consistently does even when backed by maker, it doesn't do enough damage even upgraded to do anything other than tank and survive. There's the standing problem; you're looking at them as if they're anything other than a meatshield. They're not. And when it comes to meatshields, being able to survive nuke is more important in this game. That said, any composition that would go good with Collector is executed better with Warden the majority of the time. The main reason being, that a good comp should see everything dead before it gets to attack. Most enemies are between 1 and 5 hp. Glass Cannons. Add in sweep, trample, quick, or some AoE, and you don't need a tank regardless once they're in front of you.

Bosses, on the other hand, are meant to be tanky buggers that do one attack per hit, save 3. Blast gate them, and you win. That's it.
Gentlest Giant Jul 26, 2020 @ 6:23am 
Originally posted by Giga:
Most third leg waves can output well into 100 damage.
They can? Which one?
The most damage output in a single wave without you influencing it to your own detriment that I can find look like this:

Seraph the Temperant turn 3: Darkwings, Shadewings x2 (Sometime Seraph spawns an additional Lightwing)
or
Conduit Masters turn 3: Wiltwings x2, Gilded Wing, Winged Conduit
or
The Shadewings turn 4: Wiltwings x2, Steelwings, Shadewings x2

Out of these you can only reach 100 damage in circle 7 by adding multistrike or +8 attack. Not very convincing.
Besides, in each of these circle 7 examples the Damage Shield would receive quite a substantial shredding anyway.
Last edited by Gentlest Giant; Jul 26, 2020 @ 6:27am
Giga Jul 26, 2020 @ 6:48am 
Originally posted by Gentle Giant:
Originally posted by Giga:
Most third leg waves can output well into 100 damage.
They can? Which one?
The most damage output in a single wave without you influencing it to your own detriment that I can find look like this:

Seraph the Temperant turn 3: Darkwings, Shadewings x2 (Sometime Seraph spawns an additional Lightwing)
or
Conduit Masters turn 3: Wiltwings x2, Gilded Wing, Winged Conduit
or
The Shadewings turn 4: Wiltwings x2, Steelwings, Shadewings x2

Out of these you can only reach 100 damage in circle 7 by adding multistrike or +8 attack. Not very convincing.
Besides, in each of these circle 7 examples the Damage Shield would receive quite a substantial shredding anyway.

Whichever winged have the ax burb as their boss, they have guys with multi hit and increased damage on kill iirc. Then there's the suicide birds which seem to be on everyone's roster, that deal 5 damage on death, and usually are in the front. When you have sweep, those guys alone add 15 damage that wave.

And yeah, low cov, the only way to get that is by taking challenges. Eventually all enemies have more HP and damage, the ones with multi strike are especially the problem, since they can spawn 3 in a wave. Add in the challenges in later covs, and you're easily in the 100 damage range. 'swhy endless and reform is so important; your first will likely die if they're below 100 hp.

Also the reason why half my runs are with SG, because Sap puts in a lot of legwork later on.
Last edited by Giga; Jul 26, 2020 @ 6:51am
Iks Jul 26, 2020 @ 6:49am 
I don't understand, that's my preferred & most successful clan so far (convenant rank8)
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Date Posted: Jul 20, 2020 @ 8:39am
Posts: 24