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
As a suggestion for a common and usually enjoyed/celebrated warrior kit to run on Bree, Re-do your perk loadout and focus on a build using the cracked status effect. You'll 'probably' have a good time. Almost everyone enjoys playing crack Bree when they figure it out; You'll know you're doing it right when you win almost every fight on turn 1 or 2.
Shadow's definitely right too. Bree is great at improving the rest of the Team's functionality.
If you're looking to make thorns work, look for items involving vitality and / or thorns. I believe there are lots of items that give you vitality every turn/when you get hit, and there are also cards that will give you thorns when you gain vitality.
Have fun.
That being said, Bree can be both a versatile support and a devastating damage dealer. None of those builds, however, involve thorns, which basically just exists as a noob trap (or learning opportunity, if you're being optimistic).
Respectfully, I disagree, you can make 'almost anything' work on almost anyone. I do concede absolutely, that the practicality of doing really weird things or focusing on making things perceived to be noob traps, like building fury on mages for example (which is very tricky to do well) Is pretty limited. That said, my example of fury on mages is hilarious and massive damage output once you do it right.
Thorns is much more items than anything else when it comes to building it up and usually cashing it out is best done with specific cards that draw on the full amount and also it's preferable to convert its output element to something that isn't piercing (usually holy or poison) since piercing physical damage is very ineffective against most late game targets. and in my experience if you want it to work you have to marry it to the vitality stuff, and push for the item that gives you thorns from vitality.
It makes for a very specific build that can be costly to assemble and can also restrict your quest path. Almost no one goes for the ruby armor(+vitality when you receive hits) or straw hat.
I think totally maxed out items/perk benefits, you can get 12 vitality(+30/60 Current/MaxHP on higher madness, +60/+60 on lower madness) per hit you receive from an enemy, and with a decent amount of mitigation in place, that means you can actually GAIN hp whenever anything hits you, particularly if it's an enemy with lots of small damage strikes.
Likewise, I respect your thoughts on the matter, but I've been on every singleplayer global highscore board category at one point, and if a build ceases to clear act 1, let alone function, in difficulties where you aren't working with functionally limitless resources via rewards chests and resource exchange, it more than qualifies as a noob trap in my book.
Fury is also not a great example of a "niche" strategy because it can be transferred freely to any class via Transfusion + Burning Blood, and any number of bleed cards, limited only in higher difficulties by your ability to roll a second copy of Transfusion from divinations.
I typically draw the line on difficulty when the amount of available strategies begins to sharply break down to inflexible limitations. When it starts to feel like mechanical application of less than a handful of choices and not an exercise that creative problem solving can defeat, I quickly lose interest; That isn't to say that I expect every strategy to work in every game against everything.
The Problem with both Vitality and Thorns is that they are Heavily Gear Dependent which translates into RNG reliance. Unless you are Yogger i would not bother with Vitality Builds ever out of Efficiency in Madness 8+.
The Best Bree and Yogger Builds are Skill Builds ( Wolf Debuffs and Shouts ).
Madness 8+ is not for Fun though. It's just Extreme Self Crippling to simulate Difficulty and force Specific Meta Play, so the RNG Aspect only becomes an Extreme Hindrance instead of Entertaining. It is the same thing as adding 99999999 HP to a Trash Mob in RPGs and calling it Difficulty.
For instance, Bree still serves as a decent tank even without Thorns simply due to the speed stat and being able to throw up defenses early on. While the main campaign game allows you to choose your strategy easily, the Obelisk/Random Mode doesn't. Gustuv is the only character that (imo) gets heavily impeded by this, and climbing up Madness difficulties really highlights it.
Moreover - what you describe as a "breakdown of inflexible limitations" is merely the crucible effect. You see it real life, with sports being a perfect example. Watch some pee wee league of whatever chosen sport you enjoy. It's a mess. But nearly ANY STRATEGY WORKS. Now move up to middle school - you get slightly more refined strategy and play. High school? Oh look, now you see the semblance of actual competition. Now hit up the Olympics. Watch the athletes. They all do things pretty much the same exact method. The High Jumpers all take a curved path to the bar, then jump over it backwards. Why? Because it's the most effective technique, and you're at the top 0.1% of the 0.1%. They use what works best. That's what higher difficulty does, and it's 100% perfectly natural.
tl;dr - if the highest difficulty could be defeated by nearly any and all strategies, are they really "strategies", and is it really "difficult"???