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This is the meta that I don't understand why it exists in a game like this. How can killing everything before they even get a turn be remotely fun?
That said, thorns also always feels like a side thing for me. I never find it worth hard-focusing on, but it makes an excellent side thing you can invest in. Characters like Bree and Yogger can run things like Stockades and Barbed Wire cards, and if you can manage to grab things like a Heart of Thorns then you can go REAL wild on those two, Yogger especially.
Once you unlock higher madness levels, particularly 8 and above, the amount of health regen, energy, auras and curses, money and shards, that you have at your disposal becomes severely limited. Vitality grants like half as much hp, and you regen almost none between each battle.
So the most efficient way to keep your party alive is to not get hit at all. The only way to do that is to manipulate the combat in such a way that you are faster, and can either block or kill the enemy team before they hit you.
It sounds kinda lame, I guess, but trust me, the enemies cards are ALOT more powerful, than on 0 madness, and they show no mercy for those heroes whose hp is like 60. I have yet to finish madness 14 on Adventure, mostly bc I just yolo my card decks on the fly once I get to town, and completing higher madness requires a bit of planning beforehand, like which route and items you want to grab along the way.
Edit:
I wanted to also mention your problem with Thorns - When making a "build" you want to try, you should also factor in the possibility (like 100% probability), that there may be enemies that have cards specifically to counter whatever it is that you are doing.
Like, EXACTLY what your team is good at doing. They will purge evasion on the front hero, and deal damage based off of how much block your tank has while also ignoring block entirely. Some cards purge your aura's or change them to curses and deal dmg based off of how much of that aura became a curse.
So stacking a ton of ANYTHING, besides like block and shield, is generally a bad idea once you get to late game, and also why it's a GOOD idea to keep a few dispels and purges in your decks
I already unlocked all the madness levels and it still baffles me how people can find a game fun where its just your turn. I guess the best analogy for me to use would be the old punching bag line.
They don't punch back. So yeah just can't understand how it's fun. At least a punching bag serves a purpose for training but this i can't get my head around.
My brother and i literally stay clear of the meta as its just boring.
Nah I 100% agree, too. Just ask my buddy I do weeklies with, lol. I'll have a 30 card deck full of high energy corrupted cards, not doing my assigned role, and he be mad as hell lol. Its cool, tho. When I randomly pull one of em at the right time, I look like a genius.
He won't let me tank or heal anymore lol. BC I can't help but grab those dmg dealing corrupted cards.
Yeah much more fun imo, true madness levels
I guess I never really thought of it like that, but yeah, not even including all the debuffs you get at high madness (little energy, less money and shards, liittle to no healing between fights), the card rewards you get to choose are way more powerful if you finish with an excellent, even getting Great isn't all that great comparatively. I wonder what type of system could be implemented so that the battles are based off of how well you play and not just how fast you finished. Could be something to ask in their discord, honestly. Might get some good responses.
It has always rankled me that half my party got wiped out and I got an 'excellent' ... whats excellent about loosing 2 out of my 4 characters?!
Garden of Thorns - Excellent to spread Thorns to allies, and the Corrupt version is game-winning.
Spiked Ball - Great with Repition Training if you are damage-oriented.
Thousand Needles - Similar to Spiked Ball, but gain Defense instead of doing damage. Not my favorite pick for the 3-cost, but it adds a nice chunk of Thorns.
Stockade - My favorite pick for Thorns. 3 cost for group mitigation and Thorns. I actually like the Vanish on it, because I really only want to use it once. After it burns, I can spend the same on more defensive options while Thorns still does its work.. Pair with Last Stand or -1 Defense Cost Perks.
Barbed Wire - I dislike this card. It doesn't do enough to justify a card slot. I only take this if it's Corrupt, because it has Innate, Free, Vanish, and hits all heroes.
For me, Thorns shines in Act 4. Nearly all enemies hit your line aoe, and those 10-20 Thorns on each character add up. With decent Thorns cards, you can crank out 30+ on Turn 1 to your line. You don't even need Thorns Items/Heavy Perk investment, either.