Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
While you can get three good evasions in a row and burn a powerful enemy attack, you can also get a low roll and eat the damage in its entirety. Blocking is guarantee damage reduction.
Block also has the niche use of being kept between clashes so if youa re being targeted by various guests and can't interrupt them, your block dices can be used in multiple clashes.
Granted this is really tricky to execute.
All in all I think they are fairly well balanced. If an enemy rolls two attack dices of 5 and 5 against a one dice 1-9 dodge you can dodge both, dodge one and eat 5 or eat 10 if rng fails you
Meanwhile a one dice block of 4-5 will end the guest attack with 5-6 damage.
They'll partially or fully counter a level 1 to 3 card just fine (or atleast reduce damage), and do a guaranteed 3 in the Bat's case for slow but solid damage output. It feels like pre-nerf Light Defence but twice as good, heh...
They also mix nicely with cards that either roll really high on their first attack and/or follow up with a defence roll, for a good offence/defence mix focused on winning clashes.
But yeah, pros and cons, both are pretty viable, but if you're going evasion, it's best to pick a evasion card that goes HIGH. A personal favourite is the 1-cost one that has it's second roll be a 1-12 evasion roll.
But i never was much of a gambling man, so no wonder i hovered towards defence naturally...
---
So it's really down to preference mostly, either...
Defence:
-Reduce incoming damage in a clash by the amount you've rolled.
-Doesn't stop enemy's "on hit" effects.
-Expires after one roll.
Retained until:
-Used in a roll vs any dice type.
-You move on to the next dice on your card.
-The round ends and everyone picks a card again.
Or...
Evasion:
-Roll equally or higher in a clash to avoid all damage.
-Avoids enemy's "on hit" effects.
-Doesn't expire until certain events occur (see below), letting you use it multiple times.
-Useful for avoiding several uninterrupted attacks in a row (as long as you roll higher then them).
Retained until:
-You roll equal or less vs a enemy's offensive roll in a clash.
-You clash vs a enemy's defence/evasion dice.
-You move on to the next dice on your card.
-The round ends.
Or that's how i believe they work, at the moment. Could be mistaken...
Edit* I have bad RNG in everything in life that require sit, RNGesus is not my friend lol. So I prefer to take my lumps, my cold, calculated lumps that I can account for. ^^b
In other words; evasion vs block/evasion dice will remove your evasion regardless of value rolled on the block/evasion.
If a guests gets a godlike 12 evasion roll you can completely avoid it by rolling a 1 block.
Dodge is still perfectly usable, defence is constant,but there will be times where you *really* don't want to take damage or receive status effect
ALL defensive dice are kept between clashes if you don't use them at all, that means both block and evade.
Bat's second evade dice enhances the next dice used on a successful evade. That means your 3-3 has a chance to become 3-5 or even better, so its a pretty good damage dealer as well.
And yeah you retain evasion/defence die until you move on to the next dice or use them up (skipping them to move onto the next attack dice, of course, also uses them up).
Got to say Block is a lot more useful on hyper offensive teams now.
As for my thoughts on Block vs Evade. I don't think I can make a conclusive decision yet. I'll admit I've relied on block more often than Evade since the cards "Endure" and "Struggle" are quite good. Another issue is to my knowledge there's no Evade focus Equip Page unlike Block which has one.
I agree with many others on the general idea that Block is consistent while Evade isn't. Block has a low risk low reward vs Evade's high risk high reward.
Although I am leaning more towards Evade now than block. Originally the biggest flaw to evade is rolling low. A low roll means you're going take all the damage thrown at you.
However having unlocked everything that's so far been released I've been relying on Endurance. Having Endurance up with the card "Combat Preparation" which gives +2 Endurance and "Guardian" which gives +1 Endurance makes any Evade card obscenely powerful.
Endurance at level 1 gives +2 to all Defensive Rolls and Endurance at level 2 gives +3 to all Defensive Rolls. All Evade rolls are 1 - # meaning you always have a chance to role a low number and take full damage, but with Endurance up your evade rolls become 4 - # or with the weaker Endurance 3 - #.
Example: "Parry" goes from a 1 - 4 Evade to a 3 - 6 Evade with Endurance 1 and a 4 - 7 Evade with Endurance 2
Most of my teams have a character that's only job is to keep Endurance up every turn, or maintaining Endurance is done by all three characters swapping between them as they have the Light for it.
Skipping them does not use them up. They are still retained if you skip them.