Library Of Ruina

Library Of Ruina

İstatistiklere Bak:
Love Town and "Boss fight" Suggestion
I want to start by saying that I absolutely loved the difficulty of the love town fight, and would rather not have it be lowered. I felt like it tested my skills and was incredibly satisfied when I beat it. I beat it first try with one floor and no deaths and just one orange page, but it was definitely a hard fight.

I think the difficulty of the fight is not just important as a challenge but also as a story telling tool. When I first went into the fight and the background transformed I knew this fight was going to be incredibly nerve wracking and challenging, so I had to steel myself for a difficult fight. Making the fight easier would take away this sense of dread that the player has once they realize this fight is going to be the most difficult thing they've fought yet.

That being said, I do understand that there are people who are going to have trouble with difficult fights like these and Project Moon wants to make the game a bit easier, at least in comparison to Lobotomy Corporation, so I would like to make a compromise.

I would like to suggest that for "Boss fights" like these that:
1. The player has more floors available to them (Ex. 3 in the case of Love Town)
2. The fewer floors you beat the encounter in, the better rewards you receive (Ex. Unique books, battle symbols, or more book drops)

I feel like a compromise like this would encourage players to try their best in order to receive better rewards, but would give struggling players more breathing room so that they don't get too stressed out. This would also let Project Moon create more difficult boss fights, which I think is both important for challenging the player as well as telling a story. Plus, getting something like a unique battle symbol as a trophy on your characters for beating a difficult fight on one floor sounds like a perfect way to use the battle symbol system and to encourage fighting the boss again!

I don't think it's that important to do this for the Love Town fight as we should unlock alternative fights which will allow the player to get more powerful before trying Love Town in the future, but the idea should give Project Moon more breathing room for designing bosses later on.
< >
10 yorumdan 1 ile 10 arası gösteriliyor
I generally think this fight is doable in even one Floor, let alone two...? Though there is a really "scummy" way of beating the fight if you know what you are doing.

So the easiest way is to do Act I on Malkuth's floor, and receiving minimal damage (You see Pommel, clash it, you see Ram, go nuke someone else)

Act II, you go greet the boss on Neztach's floor, make sure you knock the blobs to minimum HP as possible (Though don't kill them or bad things gonna happen). Child of Galaxy's Pages helps you here a lot because the nuking the whole floor on death page doesn't actually kill things, they hit them down to 1HP at max. So once you got that out of the way, deal as much damage as possible to the Boss before you run back to Malkuth or Hod-Which by now you also have a Light advantage against the boss

Happy Hunting! Faint Memories and Wrath of Torment are pretty nasty cards if you find the place for them
Yeah with strats like that... I realize how underutilized all the other cards are...

Those people are insane

Edit - I think I can get behind "More rewards for less floors" it provides a sense of difficulty spike
En son Bob the Weab tarafından düzenlendi; 15 Haz 2020 @ 2:26
Oh, just saying, you can actually kill Tomerry in 3 Scenes if you are lucky and you know what to do. Like if you can beat the Star of the City 15 Guests fight, then literally nothing PM throw at you can do more than a finger scratch
https://youtu.be/yFcoDWKF3LM

if you endure correctly, you win.
I success kill Tomeery in 2 Scenes
not 3 Scenes!
https://www.youtube.com/watch?v=dFhoSS9XdHE
I agree full-heartedly with this. Difficulty was excellent and requires you to be strategic about what your floors/agents have in their builds. I feel like people complaining about the difficulty are just trying to throw their usual one-size-fits-all decks or strategies towards it, and that shouldn't be the approach for a boss fight.

Aesthetics of the fight were excellent too, I disagree with people saying it's too gory or disturbing. It's a wonderful combination of unsettling, tragic, and disgusting. It shows how messed up the world is without going over the top. It's like something out of The Twilight Zone or Franken Fran. I hope the other major fights in the game are as exciting as Lovetown. It left an impression on me and that is exactly what a good boss fight does.
İlk olarak 「Chemii」 tarafından gönderildi:
I agree full-heartedly with this. Difficulty was excellent and requires you to be strategic about what your floors/agents have in their builds. I feel like people complaining about the difficulty are just trying to throw their usual one-size-fits-all decks or strategies towards it, and that shouldn't be the approach for a boss fight.

I think its is this and also under utilizing the tools that you have. Some forgot you can have 4 people on a floor lol and jumped right in underprepared. But this doesn't speak for a lot of people tho, and it might only apply to a small %. I think the difficulty is fine for its position on the Urban Plague bookshelf.

İlk olarak 「Chemii」 tarafından gönderildi:
Aesthetics of the fight were excellent too, I disagree with people saying it's too gory or disturbing. It's a wonderful combination of unsettling, tragic, and disgusting. It shows how messed up the world is without going over the top. It's like something out of The Twilight Zone or Franken Fran. I hope the other major fights in the game are as exciting as Lovetown. It left an impression on me and that is exactly what a good boss fight does.

I hope they create more fights this aesthetically made.
En son Grim Xzag tarafından düzenlendi; 15 Haz 2020 @ 19:21
İlk olarak mai33 tarafından gönderildi:
I success kill Tomeery in 2 Scenes
not 3 Scenes!
https://www.youtube.com/watch?v=dFhoSS9XdHE


Hahahaha, yeah, someone else in my team refined your build as well. Now they can always fire it off scene 4. No savescumming as well. I learned my lesson of never underestimate the power of extra Strength added with multiple attack dices.
Also never underestimate what in the world can JP players make (ironically the person refined your build was also from JP)

Speaking of which... a word of wisdom from an EN translator
How Tomerry really shimmers:

At the start of the Act, the game checks Tomerry's HP to decide whether to run the behavior for phase 1 or 2. Standard stuff. The game will then check Tomerry's health and run the appropriate pattern at the end of each Scene. A variable named "_patternCount", which starts at 0, plays a key role in how the passive works in order.

In phase 1, if _patternCount is 2 or lower, Tomerry will either get "Let's Play!" or "Ruckus" in their hand after their whole hand and deck are exhausted. If there's at least one other Love Town resident alive and _patternCount is 1 or lower, "Love Town Welcomes All" becomes a possible candidate as well. Either one of these pages will be added to Tomerry's hand, and _patternCount goes up by 1.

If _patternCount is at 3, all of Tomerry's friends will take 50 stagger damage, and Tomerry's stagger resistances against all types will be set as "Fatal" as Tomerry's hand and deck are exhausted and "Woulda Square Look Nice?" is added to Tomerry's hand. And _patternCount goes up by 1.

If _patternCount is at any other value, it'll be reset to 0, and after Tomerry's hand and deck are exhausted, two copies of "Triangle Sounds Better!" will be added to Tomerry's hand if Tomerry isn't staggered.


In phase 2, Tomerry gets "Whip of Love" after their hand and deck go poof. In addition, if Tomerry's current HP is above 25%, they'll also grab "Wrath of Torment", and if Tomerry's HP is at 25% or below, they'll get "Faint Memories" instead.
< >
10 yorumdan 1 ile 10 arası gösteriliyor
Sayfa başına: 1530 50

Gönderilme Tarihi: 14 Haz 2020 @ 6:09
İleti: 10