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BM1 cost increase does change my choices a lot of time. It also makes experimenting with bought scrolls less rewarding. HP is definitely the harsher part though. Some investigators don't seem to deal very well with increased HP if they don't get the items, but that's fine
When it comes to BM3, I always take Damage Sharing actually. It can easily be an upside, especially if you run aggressive Hein and/or Soul Stigma. I usually use aggressively Hein's merciless that would kill him without the sharing, or fun stuff like merciless into drunkenness with +1 discard cast that would otherwise be very lethal to Hein, but is just an inconvenience with it. Even without Hein and Charon, I like knowing the boss can't just randomly crit twice and remove a character. It's nice and allows me to play more aggressive. It can make the situation worse, especially if I overextend, but only rarely. I prefer this one, I consider it a nice, comfy safety net.
I mostly agree on BM4, but that can absolutely end a run. Karaela stuns two, successfully applies her debuff on everyone, then blood mist restuns a guy I've just removed the CC from, and of course Karaela stuns two more soon after is a scenario that does happen, or Reaper with bad draws and/or his and fog stuns. The likelihood of that happening is higher at BM4 than it's without it, so it is a risk. It is admittedly a risk that is absolutely worth taking with very nice rewards, but the increased danger of above situation randomly occurring is on my mind.
I fully agree that Pharos Leader is extremely easy, it requires very bad luck or big mistakes to die to him
With scrolls, in my experience, I usually get either a lifting or purification by the end of the second floor (AKA, when you start to need them), and if not, I'm fine spending a few hundred to basically guarantee it. Once that's found, honestly, I put very little value in any other scroll, and have no issue just wasting them on first use, especially with identification effects being in such a weird place after the potion rework.
Maybe I build particularly aggressively or something, but this hasn't been my experience at all. Sure, say, for example, my default opening with Sizz of one-shotting a threat with a fixed Incise might not work quite as often any more, but I could just throw a Hollowed Sword at it before passing Eve over to Azar for the follow-up. In this situation I'm down a Hollowed Sword, but I'm also effectively up an Eve stack. Or maybe I have a weaker setup; instead of Azar, I have Miss Chain. Maybe after the BM1 buff keeps the threat alive I throw out a Playing With Fire to finish it off, which isn't a terrible move often anyway, since you frequently don't get to massively pop off turn one with this opening anyway and it will often soften enemies up just enough to let you effectively, if not literally, win on the crackback with your fleshed out turn 2 hand and newly amped Eve.
I'll admit that sounds pretty cool. I very rarely recruit Hein so that thought never crossed my mind. I do always recruit Ilya no matter what though, so I guess it's on me for never experimenting with Drunkenness.
This is true, but I just find that the likelihood is low enough as to not matter. RNG killing you with an actually unavoidable chain of ♥♥♥♥♥♥♥♥ is super, super rare, especially if you've managed to keep a good stock of items. I'm positive the extra boss will get me sooner or later, but I just don't think BM4, on average, actually makes the game meaningfully harder. The Parade Tank might have killed me that one time I bottom decked all my healing cards, but that doesn't mean it is realistically an actual threat to respect.
Hilariously, I'll slightly disagree with your agreement. I'm not convinced that even the worst possible luck could make that fight losable, there are just too many different ways to trivialize it spread across too many characters. If I play long enough I could maybe, maybe see losing to her personally someday, but I don't realistically think an actually optimal player ever would, regardless off what characters, skill or items they were offered, even if the RNG in the fight was rigged to be as far in the bosses favour as possible. Well, 98% maximum accuracy excepted I guess, lol.
That explains why you have no issues with the witch, haha.
It's the most annoying for the CW. Absolutely need to carry a scroll for that executioner sniper. If you don't go for the CW, I agree.
I also always pick Pain Stacking. I also initially thought that you'd get permanent Blood Mist whenever someone faints, but it's temporary, so... it's a nothingburger? Damage Sharing turns the double crit into whole party at death door, which does not sound good, although it might be not so bad on practice. But Pain Stacking literally never matters (hell, I've even 3-manned TFK with it and it didn't matter much).
Double boss could be annoying *if* Pharos Leader would be harder. Even with bad matchups like Solar Flare Helia it's never a problem.
Getting Karaela -> Reaper can be painful. Karaela is significantly harder than the other two, and sometimes may cause a faint. This makes Reaper fight much harder (Pharos Leader not so much). But it's 1 in 6, because even Reaper -> Karaela is not a problem, Reaper is easy with 4 characters.
The damage sharing especially is helpful to me since now im sure my team wont crumble due to my DPS being sniped (aggro incerase is not always reliable. Also crits exist).
There are surely some thing that can harm you (double cursed enemy can be brutal and 25% HP incerase is nail-biting sometimes at earlier stages) but you get relics instead and playing with them is always fun. I still remember early builds when getting more than 1 relic was not common...
Besides, the real difficulty spikes are new bosses (second final boss is way harder than first for me and third one will propably be even harder) and new biome that puts you against boss arguably harder at time than white graveyard ones. Who knows, maybe there will be ascencion system in the future too, so more difficulty options? The difficulty is really fine so far, no worries.
What happens is that the card isn't removed from your deck at the end of the turn. It charges every time it is discarded - not exchanged, discarded in some other way - and now you have an easy way of charging this. Every. Single. Turn.
Then, it's just a matter of drawing the card as fast as possible, followed by an endurance trial of charging your as long as possible. When you can no longer endure a boss fight, unleash the card and your enemies will melt.
The extra cursed encounter is super noticeable for me since it means an extra chance to have a Marauding horse to hit my Ilya 4 times and end the run. I'm still salty about that.
For BM3, I always choose damage sharing since it's saved more of my runs from random bs that would normally faint someone than I'd like to admit. Like on Pharos Leader when I had to hit someone for 50 then I learned Eve will also hit that person, or on Pharos Leader, when I learned that Reorganize copies the hitting your party debuff. Or when a cursed snow golem hit my attacker for 30 twice & he had the pain debuff from the Deathbringer. Also, apparently Eve hitting Karaela's shield damages Sizz, almost lost a run to that.
0 Cost Swiftness, blocks all attacks ->
1 Cost Swiftness, blocks attacks 4 times for each character
As for my opinion on Blood Mist, I always play it and I've gotten used to its changes at this point, but I think it's not the best highest difficulty that the game could have, for many reasons:
1. The HP bloat ruins DPS balance.
The +25% HP makes some DPS characters way harder to pilot than others. For example, Hein and Silverstein feel very neutered compared to non-BM where they can perform well. In contrast, characters like Azar and Trisha feel relatively unaffected.
2. The Blood Mist curse is unfun.
Dead draw + negative effect saps away momentum from an otherwise good turn. The best you can do in preparation is carry around some lifting scrolls and tablets to avoid run-ending scenarios.
3. It's not that difficult all in all.
Sure it's gonna give you some headache but experienced players are still going to win almost every time. The jump from BM levels are not very high. If you can beat BM1 you can beat BM4.
Personally, I'd prefer if the BM levels increased the number of cursed encounters and bosses you need to fight per stage, as well as introducing some harder enemy patterns. (similar to ExpertPlusMod)