Across the Obelisk
 This topic has been pinned, so it's probably important
Rhin  [developer] Apr 4, 2021 @ 3:24am
Act 2: Velkarath
Post here any suggestions or problems of difficulty you have with the fights or events of Act 2 playing in Velkarath.
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Showing 1-5 of 5 comments
Feynt Apr 11, 2021 @ 12:49am 
I've only made it to Velkarath twice so far in a dozen runs (once on my own, one with a friend in 7-8 runs), so I can't say I've got a lot of experience.

My first run (day of release) I took the left path up the mountain to attempt to get a power core for the sentinel. The first harpy fight I encountered I got massively nuked by spark build up. I'm just not seeing sufficient means to purge spark or resist the lightning.

The second run just recently I took the bottom path to attempt to get Cornelius' staff. Same deal, the obscene amount of fire wore us down very quickly fight after fight and we never got an opportunity to get Rain or Healing Rain up to the cult leader. For that fight, we had one Healing Rain, and we never reached turn 3 to draw it.
esx9 Nov 5, 2021 @ 7:42pm 
The end boss here, well he nuked our Thuls in the first turn with his big fire barrage (don't know the name). And blew through 17 shield. This shouldn't be the case. Granted it was a just unlocked version of thuls but that shouldn't really matter. The RNG is too spikey with that big attack. Shouldn't be able to get hit that many times in a row to equal death from full health on the first turn.
Whiskey Richard Apr 19, 2022 @ 8:42am 
Playing through the adventure, making it a little farther each time, but there's a serious balance issue. If you force players to go through the volcano zone no matter what, then you are effectively making fire magic a permanently bad choice. It's not reasonable that my entire team can be wiped out by 2 golems and 2 fire elementals combined AOE over the course of TWO turns and I have no ability to fight back. Seriously, why would you make one path completely non-viable for a forced zone? It makes no sense. You force me to play the mage character, and you make one of her paths non-viable. It's insanity.

There's a lot of bugs and a lot of balance issues, but that's the one that made me lose my best game yet and it's just plain stupid. I lost not because of a choice I made and consequences I could have foreseen, but because the devs made my build useless.

And finally, fix the itemization. It's all over the place in terms of actual quality to cost or rarity.
H404.CatfishLover Sep 27, 2022 @ 7:34am 
Taking the Northern path coming out of Velkarath you have to fight the goblins. (2x goats with maces and 2x goblins with daggers).

You have the option to fight it madness extreme difficulty or not, so I did and boy it was stupid. The goblins had {Ever time you use an 'attack' card gain 4 stacks of Fury and they are immune to bleed}.

Fury as states ( At the 'end of the turn' suffer X Bleed(X equals your fury charges then remove 1 charge.)).

Fury is removed ever turn yet it keep stacking and does not go away as it states. I understand they are immune to bleeding but it should be removed after a turn or after an attack i got it to 140% damge. So should they suffer no bleed damge and the fury reset to 0??
HAWAIIANpikachu Sep 27, 2022 @ 10:23am 
Fury goes down by 1 charge every turn.

So from 140% it goes to 137% at the end. It doesn't lose all charges, just one.
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