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-while yes, the enemy wrestlers have the same kit (moves, passives, etc.) as the player wrestler Zeke (same goes for enemy knights and Leon) you cannot exactly know what this kit entrails before you check beforehand and how is the player supposed to know that, for example, to get past No Sell, you have to deal 100% of Wrestlers max HP first or that Honor gives damage stacks only when damage to the knight is dealt by redirect, i.e. hitting the charater the knight is protecting at the moment if the player does not check and memorize the passives that those characters have in the first place
But then, TBC is that kind of game, where passives(or to be more precise, upgraded passives) is where the true usefulness of characters really starts to shine (off the top of my head I can point out the player Sherrif, Cleric, Jackal Priest, General, Banshee, to name a few), but then again, how is a player supposed to break out of a possible habit of not looking up passive effects if the previous games the player played did not have passive abilities that did have such an impact as this game
But really, it sounds like you're just pretty early on in the game. There are *a lot* of tools you can employ to overcome situations like that. A lot of the choices you could have made to succeed in that situation were probably strategic- bringing a more appropriate party, or changing your relic setup. If you're too early on in your progression to have a ton of options for relics/party members, then I can't stress enough how important it is to make use of Break skills and items. Unravel will, for the cost of like 10 particles, make No Sell irrelevant by just removing the buff. Similarly, a medical drone can basically outheal zeke, who spends half his turns not attacking, and the other half drop kicking people for paltry damage.
As someone with over 200 hours in the game, I can promise you that there are *many*, *many* choices to be made, and there are basically no pre-determined fights. Very, very occasionally I have run into a fight that was actually unwinnable, but it was because my team had no stamina, I was out of items, and I brought the wrong heroes. Barring that, there is almost always a way to get a bit more of an edge.
Even if you're going to mash A to speed through the combat, you can make teams that excel at that. If you don't feel like thinking, try setting up Wensho with fully skilled up counter and Leon's sword, or try making use of Javed's bulwark, which at higher levels will protect your team from almost anything, and occupies basically all of his turns.
Sorry you're frustrated, but I can just about promise you that you didn't lose to RNG, you lost to a lack of tool utilization. It might not be clear what tools you should be using to overcome problems you're running into, but the community is great, and were more than happy to help you figure out what you can do better next time.
Don't you keep all books and relics now also? So you get *plenty* for you investment. Books and relics are the most valuable resource.
maybe it just felt like they were doing it infinitely because I never seemed to make any progress with any of the damage because it always showed up as Blocked unless it was the poison ticks? or some kind of interaction with the other party members but they were nearly insta wiped. I basically just sat there hitting them over and over and then it would eventually just instagib me with a finisher. Revive them and then it was rinse and repeat, get gibbed again. Then you have another problem that gets created by if you're using Plague Doctor. If they aren't alive to reapply the poison reduction that makes Plague heal you, your team will just die to Plague.
I've figured out the main problem with the Knight is due to the shenanigans of the Priestess. If I wipe her out before she can start buffing them, they won't go into their infinite healing loops.
It's still ridiculously bad headache of a mechanic though, and usually requires using Stasis.
I'm primarily running a team consisting of Claire (it REALLY should be optional to have her slotted in the party, I get that she's extremely versatile, and I assume there for story reasons, but it also restricts team compositions)
Sentinel, Lizardman, Ranger, Medic, and the Plague Doctor. I beat the twins earlier this morning (was my third attempt I think) and after reaching the Rock Golem, the setup I spent all my time putting together is virtually useless. So the impression now is that the only real difficulty is due to forced diversity, you invest in something that works, only for it to be completely nullified and unusable by the next challenge. Really takes the feeling of progress away honestly. The team for the most part consistently stomps through everything living, and just wins the battle of attrition for robots. However doesn't matter since the boss is virtually immune to debuffs, does huge aoe damage that shuffles you (a design pattern) and then pulverizes anyone that dies. So no reason to use the team anymore. Now start from ground up and work out other combinations. Also means that all specialized town upgrades are worthless in comparison to general/basic ones until you have nothing else to go for.
I'm sure at 200 hours you have tons of options, but if you never make it to that point because you never feel like you're really progressing, then the options won't matter. I cleared the first three CH1 bosses by throwing absolute random garbage at them with no upgrades, wasn't until I couldn't make it more than 1-2 nodes beyond the checkpoint in the Hunt mission that I actually started looking at upgraded synergies and landed on the team I'm using now.
I will say, though, that as a general design principal, yeah you're supposed to be varying your team as you play through the game. It's intentional that not all combinations can overcome any challenge, even highly synergized teams are supposed to struggle overcoming certain hurdles. Progression is supposed to be wide rather than tall, diversifying your options and trying new things rather than picking a handful of characters and plowing through the game with them. Experimentation and overcoming different challenges with new characters and in different ways.
Act 2 is certainly a step up in difficulty, and you're not entirely expected to be able to go directly from finishing Act 1 story into Act 2. Endless runs give progressively more and more loot, which lets you spread your wings a little bit and try new things. There's also a handful of characters you can pick up in endless before trying to tackle Act 2.
Right now, I'm running:
First Row:
Cain
Frozen Claire w/ Consecrate and Wail
Yukiko
Back Row:
Sovras
Elgeon
Lydia
Sovras and Lydia keep the team alive, Sovras also provides good damage.
Elgeon shields occasinally but is mostly around to supply frost bite
I make sure to have a couple spider eggs on the party.
Cain is OK, but honestly I might drop him for another DPS. Maybe Zeke.
Yukiko is invaluable - she just deals so much damage. She is good to take out choice targets - spam Kunai with her and execute whenever possible.
So far, I haven't run into much trouble with the group as long as I'm paying attention to what I'm doing.
Some of the older Claire forms are getting a bit of a touch up in the Act 3 update.