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Some of them are easier than a normal game with VERY specific champions and clans (Stealthiest bosses, to a degree).
Some are absolutely just harder, but can have some of the downsides turned to your advantage (units take damage every turn utilizing revenge triggers or killing Fade, Units purged on death to strip out Stewards)
Some are just plain harder.
And some are nearly impossible UNLESS you use specific clan combos (Blighted Existence using anything except Exiled Stygian for their starter card)
Its definitely cool and feels awesome when you finally finish that last, troublesome Expert challenge. Congrats!
Imho an Intrinsic Dante is simply stronger than any champion, or any other unit in the game really. I used Dante's challenge to finish beating the game with every combo for the card back, which felt like an exploit...why should I get credit if I'm not even using the champion? It didn't fill in the logbook all the way, so it gives me reason to go back and do it right.
By the way, what on earth do you have to do to get the nice ring around a champion's portrait in the logbook? I tried looking it up but couldn't figure it out.
Have all crowns for a given champion and all cards in that clan mastered to get the border. I'm fairly sure that means regular Mastered and NOT Divine mastered
Thank you!
How are you building green? I absolutely cannot win with them as my primary, especially w/ Sentient.
Amazing! How one setup can be hard for one person and easy for another. Green is my strongest primary by far.
With Green Primary I always go for overstacking units. I restart until I start with at least one spell that can help my units change floors even if it's just that one uncommon 2 cost green spell. That spell will get intrinsic ASAP and then hopefully Holdover. If it doesn't get Holdover by the very end then winning becomes harder and I hopefully grabbed more floor movers and will get lucky.
The exile Champion is easy mode: make sure he gets Enchant Quick at some point, so your overstacked floor can have Quick. I used to always use his Sweep paired with that, but sometimes I was forced to get the version where you get three free card draw spells and I found out that that is actually REALLY good. Helps you get setup quick, which is exactly what you need against the final bosses.
I always used spiked Sentient to mixed results. I finally tried Cultivating and WOW. It is crazy good, I go for it every time now. You make sure not to overload your deck and grab mostly heal spells so you often get to do those explosive attacks. You'll clear floors with it all the time. You'll want to add it to your overstacked floor, of course. Unless you're using spiked in which case it's not bad as a backrow clearer sitting on the bottom floor by itself and at least softening up the enemies a couple times.
As for how to actually build the deck: What matters is the first banner monsters you get. You need to be aware of what's coming up in the future to make sure you have a Base creature and a Pact/Merged creature. For example, say you're playing Green Red. Green has lots of good base creatures (Animus of Will, both sweepers) and decent merge creatures (the hollows that give +15 +15, or the scaling sweeper). Red has one decent base creature (the multistriker) and tons of very powerful merge creatures (Branded Warrior giving rage to the whole overstacked floor, The Alpha Demon adding +5 attack per attack, the 4 cost demon adding +30/+30 stats, even the one that adds 5 armor to everyone each turn can be great if you have sufficient dps otherwise).
So, you start the game, restarting until you get at least one floor moving card. You look at the map and see what banner is near the Merchant of Steel. Aha, it's red. That means you'll most likely get good Merge creatures. So you win the first fight and get a choice of banner creature. You choose a good Base creature (something with multi strike or sweep) instead of a good merge creature. If you're lucky then after the first fight you already have a perfect creature combo and can put at least one good expensive mod on it. If not, it might take a few rounds to get things together and you'll have to make some hard choices in the meantime.
Also take a look and see where the nearest duplication vent is, these are vital. If there's a duplication vent on the third area, and you end up only using one merchant of steel before duplicating, maybe go ahead and fill the second slot of your target creature with a weaker mod so it gets duplicated (i like the +25 health). Or, look ahead and see you get two merchants of steel before a duplicator? Then buy one expensive one, then wait and buy another expensive one.
Anywho, your overall goal is to make a really nice combination creature like Branded Warrior on Animus of Life, or, really, any scaling/huge stat boost merge on any multistrike. Then duplicate it a bunch of times. Then put them all on the same floor as fast as possible. Green and Red are really good at this because they have a lot of floor movers, a lot of good base and merge creatures, as well as stuff to increase the damage of your multi strikers (red has rage, green has direct damage buffs). Both red and green also have cards to pull one of your creatures to the front, rearranging your overstacked floor, which can easily save your entire run.
Something it took me forever to learn is not to take every card offered, take the money instead if that card doesn't contribute to my overall plan. You especially don't want weaker creatures crowding out your star creatures (unless perhaps they are 2 or 3 cost and you don't have enough mana to cast them all at once so you want to space them out). Anywho, good luck! This is just one guy's way to play and probably a common and obvious strat, but I'm sure there are tons of other viable ones.
I never used mods except for the one that skips the intro movie! I don't think you can get credit for anything with mods that change the balance. The Mod manager inside the game itself will tell you which ones are ok and which ones aren't, I believe.
I'm terrible at Stygian. For that combo I'd use the expert challenge that gives you the artifact that lets you start with four creatures in the center. Steward Stack I believe. Then ignore stygian cards and try to get four of the huge and expensive wyrmkin creatures cards out and buffed as fast as possible. Then you can just cast the really good spells you have from both teams to support your middle row.
- Make use of incant/inspire, and conduit tethys and/or cheap cards(lots of free wurmkin cards available, and some stygian, and/or use costdowns).
- You can synergize armor gain of incant armor, and shelter.
- Both clans have sweep units for you to put quick, multistrike, and an essence that gives you incant or inspire armor. Combined with some damage scaling that wins.
- Eel Gorgon is also pretty much a free win with an essence that raises its stats, incant or inspire. Paired with a unit that has (multiple) incant armor to tank.
- Echo transfer and Echoes of the Past are both excellent damage scaling cards.
- Echo infusion and Shelter are great survival scaling cards(especially Shelter, with either consume remove, or cards that return consume cards, ie: broken memories, or wurmkin etchings). I particularly like doublestack+valuestone on shelter with consume returning.
- Put 2 emberstones on Wurmkin Etchings and dupe it and you can return all your busted consume spells every turn for free. Lots of applications for this.
- The survival cards mentioned above are particularly good for keeping Tethys and Coldchannel Solgard alive.
- Soulcrushing guilt is the best daze card in the game.
- Lodestone totem is another free win unit, you need 2 of them, so dupe them, and grab energy as a reward once(to counteract top floor emberdrain turn 2) and look for artifacts like hell's banners or improved firebox to let you play both if you draw both turn 1.
- Multiple Keepers of Echoes on the same floor is very solid. Best unit for Sketches of Salvation. Look for frenzystones. Bring spell damage in case you run into haste combats. 2 keepers with multistrike + Tethys is also a winning line, assuming some spell damage support.
- Good old self-infused Titan Sentry with endless and +25 or largestone is excellent as always.
That's just scratching the surface. There's quite a lot that can be abused with consume especially. Then there's frostbite shenanigans, and reap strategies, etc.
- get divine mastery on every card (meaning you've had every card in the game in a deck that beat TLD)
- complete all achievements
- Get all 60 "crowns" for TLD wins (meaning each primary clan possibility with one of the two options for each clan as secondary. ie. you'd need to do both Tethys/Awoken and Solgard/Awoken, but it doesn't care which version of awoken you use as the secondary)
- complete all 25 Expert challenges with Divine Victories. Nifty trick, depending on how you look at it or value it, is that expert challenges don't count for winstreaks, but they DO count for card mastery and getting clan combo crowns, allowing you to knock out multiple birds with a single run in some cases.
- unlock all the card frames (which requires some of the above, plus 5 hellrush wins. Note that they can be private community challenge hellrushes with your friends, it doesn't have to use the hellrush matchmaking offered on the main menu)
- unlock and have seen all artifacts, including the two artifacts that can only show up with 150+ pact shards at TLD and the ones that show up after interacting with the Frozen Caverns in certain ways.
and after that its mostly about pushing those winstreak numbers as high as you can.