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번역 관련 문제 보고
I had many, many runs where I thought I had an "overpowered" deck, only not to draw the cards in the proper order.
The top floor sweep is especially bad. It ruins most Umbra decks, which need time to set up, so you're stuck with -1 middle floor, or a bottom floor that forces you to fight instantly
As others have said, you can easily steamroll the Seraph, but the Divinity can be like a brick wall. This gives me StS Heart flashbacks; I hated the boss with a passion, and I'm not really having fun building the same types of decks over and over just to beat the Divinity.
It's like I have to choose between a unique deck (that beats bosses all the way to Seraph), and a deck that's made not to lose against Divinity. The shard/fusion system gives you a lot of freedom only to be taken away by the last boss
Just like anything else in the game, Divinity presents specific challenges and makes requires that you create and answer to those problems or make the other facets of your deck strong enough to ignore them.
That said, I think there's still tons of build diversity for Divinity. Sure, it changed up a lot of the common builds from pre-DLC, but I don't think that's a bad thing. It also introduced a ton of new options thanks to the monster fusions, among other things.
It is definitely a harder fight than Seraph, and it's meant to be, but I think when people are more careful about how much shards they're taking, when they're taking them, and being especially conscious of why/how they're taking them it becomes a lot more manageable.
None of the clans require specific cards to beat Divinity. And while some champions are weaker than they were, all the champions are still useful (though I'd say several upgrade paths are notably stronger/weaker than pre-dlc).
Rant aside: Yes, I've been having fun with Divinity at Cov25. I think the shard system, particularly the monster fusions, is fun and adds a lot of diversity to builds. I think Divinity is hard but far from unbeatable and there are tons of different decks that can go up against it.
I'm not super good at this game, but I've got about 80 hours in now and to me, the higher covenant levels do seem crazy luck-based.
If I don't get a good tanky unit early on, I die to the 2nd major boss very often.
I got to the Last Divinity for the first time last night with a reap deck, but saw that he removes all stacks of debuffs as soon as he takes damage from them one time.
That instantly destroyed any chance of winning. It seems like there are some deck types that flat-out cannot win against him and that feels bad.
Deck diversity is a critical component of this game's longevity. If the only winning decks get reduces to a handful of strategies, it'll get boring very fast.
It is still possible to win with Reap decks (and Frostbite decks, etc.) against Divinity. In fact last night on stream I won at Cov25 with a Reap deck. I have yet to find a deck type that can't win against Divinity. Sure, there are some that have a harder time with it, but far from impossible.
But how? Reap is pretty much entirely dependent on keeping a high stack-value
This is the decklist monstertrain://runresult/4182ac63-af3e-4d09-9ace-67bd65d6aa39
A. You can still get a decent amount of damage from the reap each turn if you keep charges high and have good ways to consistently apply Reap.
B. Status effects like Reap and Frostbite don't get purged during Relentless, so if you can make it past the waves then you don't have to worry about the purging.
C. While Reap was my main tool, fighting Divinity encourages you to have a well rounded deck, so I still had Sweep from the Glareminder (though a lot of kills still came down to Reap), damage buff from the Spinechief, and sustain via the Shelters that I was getting back each turn via spellchain Broken Memories.
Although it requires more setup, you can still beat TLD with reap or frostbite builds. It takes some preparation but it's still possible.
Skill is certainly a high factor in playing, but there is just no way that luck also doesn't factor in. There is nothing you can rely on happening in any particular game. You cannot guarantee any relics (other that Wurmkin starter), you cannot guarantee any particular unit; nor upgrades, spells, champions, even what bosses you're fighting other than TLD. (Beyond clan starter cards, of course)
You can't guarantee to hit all the nodes you want, Temple choices, events ... the list goes on.
In any case, it's been a week since my original post, and still nowhere. I haven't won a single cov25. I rarely even get to Seraph. Admittedly most days have been just a couple of run attempts before just throwing in the towel because ultimately it hasn't been fun in the attempt.
I've had runs with overpowering units, but to get those units raised the Pact Shard total too high. I've tried runs keeping the shard count at yellow or less. I've played a few daily challenges (at least the ones I thought I would enjoy, a couple just seemed miserable so had no desire to run them), and they've been just fine.
But I'm not even sure how to judge a run now. There have been runs where I was pretty confident in my deck, felt I had pretty powerful units or strategy, and then just get ripped because I can't dish out 300+ damage in the first couple of turns to kill off the inevitable pact-charged tank units.
So maybe I will go back and look at mastering cards in the lower covenants, though that seems to be all there is for unlocks. But maybe it'll help spark some new ideas and combos I haven't been considering, since I'll at least feel more free to experiment with choices and combinations.
Are you on discord? If you're looking to improve, you might want to sit down and chat with someone. If you're not able to score at least some Divinity wins at Cov 25, let's say a target of 25-30% win rate, it typically means you're not firm on what the outs in your clan combo are. From the tone of your post, it sounds like your decks are likely coming up short in some key area, figuring out what that is will likely solve your problem. Posting up some of your run results so people can take a look at the decks you play would likely be helpful as well. Don't be afraid to post losses, you learn more from your losses than your wins. Keep in mind deck building is more than just card selection, path selection to resolve your outs is pretty important as well.
As for going on winstreaks, it all comes down to the same thing. As with any deckbuilder, your goal is to somehow construct a winning hand from the cards offered along the way. The better you get at the game, the more ways you have to improvise a solution despite possibly missing out in some key areas. Certain champions ofc are better at this than others. Pre-DLC, the big challenge to keeping a winstreak alive was often having a backup plan to win even if you were never offered multi-strike or scaling banner units in your drafts. Post-DLC, there's a lot of units that take practice to win with, especially counting infusion combinations.
How so? Regeneration is still perfectly viable in various ways. I mean, Regen is a purely defensive ability so obviously you've got to couple it with some sort of scaling damage, but that's still doable in various ways, like using Cultivating Sentient to help buff a backliner. Or combo it with heavy spikes and Bramble Lashes or root, though that's harder to get going without a good backliner to pump out damage.
Here are two different Divinity runs I did this week that focused heavily on Regen. Both of them went Cultivating Sentient. Both also went up against Seraph the Chaste, who shreds Regen.
monstertrain://runresult/f5d07a4c-e73d-4818-9bb3-1f2d0b03fa13
monstertrain://runresult/fcd7995b-d7b0-4b91-8a46-990ef349e719
It went pretty well, I certainly didn't win every game, probably not even half once I started getting into the teens. But I was seeing success every few tries, so it was feeling good. Even at cov25, I had some early success with a couple of Melted runs that went my way. I then had my endless-burnout Bounty Stalker run that was perhaps the easiest run I've ever had. And then it's just been a brick wall ever since.
I think I've curbed some of my bad habits. I was tending to go for banners no matter what, to try and get the best choices for fusing. I also tend to take cards that, while certainly helpful, may be bloating my decks a bit more to my detriment, so I have been working on curbing that and passing over cards that aren't more in tune with the current deck I'm trying to build.
My latest run was a Wurmkin/Melted one
monstertrain://runresult/91fe9086-12d2-4f92-b340-b801abd6187f
I got to Seraph with it, but couldn't get myself set up in time to take out the pact charged tanks in the first couple of lines. But I felt this run was pretty weak to begin with. The Egg strategy was mostly working, but I ended up diverting a couple of times. I picked up a Baron, and that led to the endless Remnant Host, but I was finding I couldn't get the Baron upgraded and fused it out of the deck. I didn't feel confident enough to take the last trail, and the Engulfed in Smoke was the last card I actually obtained. I didn't even get to play it; not that it would have helped the situation, taking damage on units wasn't the issue, it was getting out enough damage to kill enemies before they got to the Pyre. I feel that even if I got past Seraph, I wouldn't have been able to deal with the hordes with TLD.
Oh, I do watch streams/lets plays as well. Big fan of Rhapsody, and branch out to a few others now and then. In fact, it was helping in that they would sometimes struggle to and lose runs (misery loves company, I guess :P ).
So have been trying to distill the information from those runs, the reasoning behind certain decisions. Still, obviously taking some work to get through my faults.