Skul: The Hero Slayer

Skul: The Hero Slayer

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royba607 Jan 22, 2021 @ 5:32am
Balance of skull catagories
Maybe I just haven't been able to find the right builds for the other classes of skulls yet, but I feel like how balance used to be the easy clear while the others were really hard it's flipped now.
I've done some power runs now where I've completely stomped the game, basically becoming an immortal god while doing massive dmg, aoe and stuns.
And with immortal, I do mean immortal, I could stand still and literally not have the boss do dmg because I was healing it back so fast.
I feel like balance and speed are just downright outscaled in every aspect by power right now, they have sustain, they have mobility with predator being a completely madlad and demon berserker being up there as well, aoe with all the massive explosions that balance would normally have.
Meanwhile both speed and balance are just slightly ahead in damage but they get 1 shot unless you sacrifice dmg and cooldowns for health/damage reduc.
Anybody else feels like power is just too overwhelming compared to the rest?
Any tips on how I could build speed (balance is kinda obvious build paths)? Because I feel like almost all dmg items are for power only while speed gets crit but 0 dmg increases (which makes crits also not really do dmg)
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Showing 1-6 of 6 comments
dood. Jan 22, 2021 @ 6:19am 
I agree with power type being too...powerful.

I was struggling to beat the game until I tried out a power type build.

The damage reduction stacking can get out of hand and they have access to strong down air attacks.
royba607 Jan 22, 2021 @ 6:51am 
Had the same yeah, and since I love diversity, I want to beat the game with every class.

1 thing I've noticed in my past runs as well is that power really gets forced on you almost, I've been having streaks where I found 1 speed and balance skulls among 10-20 power skulls while also only getting items that are power related.

Must be just unlucky (or lucky in a way since you could beat the game over and over) RNG, though it's starting to feel almost rigged
Flow Jan 22, 2021 @ 7:41am 
I do feel tank stats are going to need some kind of tuning down due to being so strong at the moment, but as far as the balance of skulls? In all honesty I think they're all really good in their own way. But you have to play them different and expect their differences to be there.

Quick skulls aren't really meant to get hit, upgrading ninja allows you to start leaving shadow clones to do skills for you, samurai is all about quick movement and dodging about, werewolf is extremely mobile and doesn't have to hard commit to skills. And all of them with builds that play off their rapid attacks and ability to unload crit city means that they can devastate in damage before the boss really knew what hit them. But you are more of a squishy glass cannon and have to play with that expectation.

Balance skulls are a bit harder to judge, since they cover a rather broad range of skulls tbh despite their name, but with their inherent cdr for skills already built in. I've actually had some runs where I'd be as tanky as a power skull, but pumping out absurd levels of damage like a quick skull with the upgraded dark paladin, and of course having access to some of the other powerful skulls like Reaper and Archmage for full room burst potential. The big point of balance skulls is that you just play off of their very powerful skills that can get to absurdly low cool downs.
Last edited by Flow; Jan 22, 2021 @ 7:42am
Kenshiro Jan 22, 2021 @ 9:51am 
I posted a screen shot of my run with the fully upgraded ice guy, which is a balance skull. I was immortal. I had a skill that did massive damage and made me invulnerable for 2 seconds on a 2.5 second cooldown.
I only got hurt on the final hero. He managed to squeeze out 2 hits, one of which the shield I had from the armor item ate the damage anyway, so did the second one really matter? Point is, power isn't the end-all be-all of the skulls, but it is pretty good.

I think it has to do more with the builds honestly. If you're going full glass canon I could see how you'd get stomped if you misplay, that said...
I would say hands down the hardest ones to win with are the speed skulls. Balance and power really have the upper hand for sure and I feel they just have so much more potential to faceroll with than speed skulls.
royba607 Jan 22, 2021 @ 11:12am 
I just did my 3rd power skull run after my 1st one being an almost finish, the second one being the complete run where I literally didn't go past 30% hp.
I have not lost hp this whole run....I have almost no legendary items and upgraded the shield skull to legendary, and even though I didn't do insane dmg, I still took down the bosses fairly fast.
Sorry but that 1/10 balance/speed runs where you get OP don't compare to literally becoming a god in every power run. While they only do slightly more dmg if you have an almost perfect build, which needs much more synergy imo.

I almost beat the last boss with the ice skull as well, being fun and strong while I do kinda hate how freeze makes enemies still attack after the freeze is over though. Was so close but already had lost my revive at the 3 hero gank, otherwise it'd be a win.
So far speed I have only gotten to the bishop 2nd phase sadly.

Even though that happened, I still feel like I could literally do any run, pick power and win over and over without much effort. I try to avoid it in general since I feel it's too easy/overpowered to use.

I don't think the rest is too bad, since it shouldn't be a walk in the park to beat the game, it should take runs over and over till you master it. Though I do think speed could use some more interesting/stronger items.
But they seem weak compared to power in any aspect of the game I think.
I'd just personally like to play a run with power and not just flat out know I'll win
dood. Jan 22, 2021 @ 11:18am 
I think the damage reduction is a bit wonky in its calculations. Even with stacks of increased damage taken debuffs from the 4th area, I was taking at most 8 damage per hit. When you're spamming jumping and downkicks, you'll barely get hit at all as well.

Also, that item that gives you a frontal shield every 20 seconds for 5 seconds is a bit overtuned.

It's definitely an item problem moreso than a skull problem.
Last edited by dood.; Jan 22, 2021 @ 11:21am
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Date Posted: Jan 22, 2021 @ 5:32am
Posts: 6