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Also hunters (outside energetic which is kinda ♥♥♥♥♥♥♥♥ on anything) iirc don't move and shoot their charged shot in the same turn, so if you're out of their range they target a wall or something useless.
Other than that yeah, hunters gotta have the highest kill count out of all mobs.
Also if your heroes are close to the edge and not super tanky, it's time to push back that mist or make sure another hero is close by to take the hits.
investing in dodge can be worth it when a hero rolls with dodge perks - even with just two blue rolls in dodge, you can then stack other sources of dodge on top of that to get absurd percentages.
Think of it this way, a character with 0 dodge who gets ten extra dodge is only getting a 10% benefit from that increase, but a character with 50 dodge who gets 10 extra is seeing a 20% benefit to the amount of hits they're taking - and a character with 80 going to 90 is cutting the amount of hits they take in half.
You don't seem to understand that we're talking about talking range attacks and having just 50 dodge will guarantee you that you already dodge it because of the range dodge multiplier malice. You can achieve 50 dodge with potentially a single skill (lvl5 longbow). Anything higher than that by that point is not a good investment and easily stackable especially with blessing perk. The 10 you invest in the base character is really better invested into anything else and that's if you get a rare one or just equip a piece of gear for that offset if you seriously needed it.
I get you're talking about a specific use case, but I'm talking about having a hero who can rely on dodge to mitigate most damage, and why never investing in dodge isn't exactly a rule of thumb.
im working on that map now. So far energy potions and items with teleport have been carrying the day. On day 10, and ive got a few characters built with 13+ movement and mana based teleports. Action potions for extra uses to ban the spirits. Its rough going but im barely holding on. Whole map plays differently then the previous two, cant really hide behind the walls lol
Feels like how in olden days Bulkies could boulder stun a hero straight out of the gate before you even knew they were coming. Thankfully, the devs listened and changed that so Bulkies don't do their boulder attack on the first move which I think was probably a good choice. I feel like in a similar vein it would make sense for energetic elites to not attack twice when they first get out of the mist. 1 attack and 2 moves when appearing and then 2 attacks and 2 moves after they've come out of the mist would be better I think.
The problem is that they are the only thing that poses that kind of lethal threat when first appearing out of the mist and they are very rare. Most of the time you won't even see one in your run or you might not be so unlucky that when they appear you have a hero in range who can't survive taking two hits from them so it doesn't make sense to play against the possibility of them appearing (e.g. playing more cautiously with your heroes who out forward in the field).
But alt+f4 is a thing, so there is the option of just doing that and replaying the night.