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Using the card is 0 energy, but does cause HP loss and some stat debuffs, but if the card is in your hand and you have some health, you'l always have the opportunity to avoid dying via doom.
Now that i look closer at it, i see that it does add doom charges. At first i was like, why would i want more of those? lol now i get it, thanks.
I don't know if he gives them out randomly or at set intervals, but i got a total of two of them... on the same guy. That means two heroes are going to die no matter what i did.
All strategy and deck planning are out the window when you face a mechanic like this.
Two cards is twice as many as you even need. You just hand it to a new character every time and no one dies to Doom.
I got a total of two in the four rounds, on the same guy. That's not enough to add rounds to every hero.
You have to use it on someone in your team every round. Every time you pass it, the recipient gets extra Doom time. Once you get the second card you're giving 4 doom every round.
It's set up so you pass it every turn and as long as the character with the card doesn't die, then Doom never kills you.
If you die to Doom in 4 turns then you didn't use the card correctly.
I just assumed it vanished. lol
I should probably stop playing this tired
Whoever you use it on gets it on their next turn and they just use it on someone else.
Honestly the other phase of the last fight (well, i'm not convinced the first part makes for a good, fun fight either) feels a bit poorly designed to me aside from the doom mechanic. The boss just throws a bunch of spells that are checks for specialized builds, and is completely harmless otherwise. It just checks "hey, do you have too much of that on you? okay die, otherwise take 2 damage or so".
Very little strategy, it's just a stop sign for some playstyles and a welcome sign for the rest. It's either piss easy or impossible, and overly long for most builds.
Basically you either cheese it with dot stacking and end the fight within the first 3 turns, or just painstakingly chip off his health over 10~20 long turns.
And if you rely on stacking block/shield/regen too much, the boss just straight up deletes you just cause. Bringing in Dispels feels almost mandatory.
Either the boss should have a more balanced set of attacks so that it doesn't arbitrarily shut down a couple of specific builds, and is a relatively strong threat against every deck... or the game needs to have different final bosses for different playstyles.
Boss that counter some mechanics are fine, healthy for balance even, but not completely shut down (especially the stronger the build is... it should be the other way around? punish weaker builds, not stronger ones) but even in StS, you can still win with the boss's countered playstyle if the deck is busted enough. As you should. If you end up with an absurdly strong deck, you should win.
This boss feels cheap and forcing people to pick certain cards in order to win a run is not a good thing if it becomes excessive.
I have since introduced my 5 new people to this game, their decks are honestly garbage but they can just barely reach the final bosses...
The first few times they lost against the first 4000 HP , then they barely managed to beat it only to ram face first into Mr 10k... The 4k HP boss already took them nearly an hour to grind down 4k damage... and now they needed to square up against 10k? They didn't even WANT to try it, they closed the game and said they would do it another day... 3 weeks ago
Suggestion with ZERO Chaos,
- the first boss is reduced to 3k and the 2nd boss is reduced to 5k
- OR even REMOVE THE SECOND BOSS!
That's right... in 0 Chaos completely remove the 2nd boss
Continue with the awesome animation of him removing the necklace..... then he disappears and the game says UNLOCKED CHAOS MODE, PLAY CHAOS MODE TO FACE NEW CHALLENGES AND DISCOVER THE TRUE EVIL BEHIND THIS MADNESS.
When you're in ANY level of Chaos, the 2nd boss exist to fight, the animation plays in full.
"Casual" players are scared off by the grindfest 10k HP
Because that is what he is... Even when doing a mediocre deck that only does like 300 damage per turn per character(3) it will take 10-15 rounds to kill him
Within that amount of time you don't often feel ANY challenge or concern of death. You just keep grinding him down...
and that's with a MEDIOCRE deck ONLY doing 300 damage per turn per 3 dps characters...
Most players I have seen play solo can't reach that... they can't reach even 1/5th of that...
I have seen people beat the Lv2 Hydra while still barely doing 50 damage per turn per character...