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Have the devs discussed this at all?
As you progress through the game, you'll realize that Klara's plans and strategies are kind of a meme. She's like Wimp Lo from Kung Pow. They tought her tactics wrong, as a joke.
Further into the game you'll learn her story on how she killed her savior, his friend and his dad by accident because of a stupid mistake, and then there's that time she intentionally doesn't send Eden reinforcements when she's mad at him and that little move would cost them the whole army and dreams of defeating Balastar.
We need to face the facts, Klara is a dum dum.
If anyone still has issues with chapter 18 on hard difficulty, here's a video on how to do it fast and easy by using the structures at your advantage. https://www.youtube.com/watch?v=cds5i2He2JU
First try to aggro the full army as far as possible to gain one round to let you clean around the boss, but you will loose that first guy with the miners quickly anyway. And the main idea is to stop (slow) the return of the army from joining back Kaspar with 2 tanks and some ranged heal, potions. Though, after the third attempt, I used several redo to optimise and this is not a good strat for permadeath for sure.
Silencing Eris is quite needed because she hurts. A good combo is also to use water+lightning from Elemantalist and Eden, and taunting the commander.
The latter half of this game so far seems like they are trying way too hard. These encounters are over-designed, to the point where they are extremely contrived scenarios. The monster battle in chapter 17 just hilighted everything wrong with the monster encounters, they are so much worse than three houses. RNG weaknesses are just a massive step back from the weakpoints of 3H.
It's not. A lot of the chapters are designed for the lower difficulties. Your issue comes from playing on a higher difficulty so you need to think of a better way than the one working by default. And the better way is to ignore Klara. Personally I find this a merit not a flaw. And if someone's having trouble on the difficulty you're playing you should choose a lower one instead of complaining about not being able to beat the game on hard, IMHO. That being said, after beating Balastar on hard difficulty and maniac mode on I've compared how the final chapter plays out on the lowest difficulty and I was able to stop his troops at the first ally spawn. If the game seems impossible to you then it's not because it actually is, it's because on hard you often need to figure out an alternative way to succeed.
What? Good mission design is a mission that works and scales with each level of difficulty. Making the stealth puzzle the central gimmick of the mission, and then PUNISHING the player for interacting with it is simply not good design, no matter how you rationalize it. It's not about whether the mission is hard or not, that's not the point, the point is that the design is nonsensical. The players being clever and finding an alternate path does not change that.
The narrative shortcoming is hillarious. Yes lets not flank the soldiers who come out with the miners, and let them die. Don't try and portray Klara as a brilliant strategist when she acts like a clown(on multiple occasions I might add).
Imagine theres a jump puzzle in super mario bros, and the solution on hard mode is to glitch urself into the wall and go underneath the stage because if u interact with the level design the game punishes you. Imagine that you jumped to the end of the puzzle, and then the game just killed you.
No one smart is defending this level.
Heres a thought. How about the developers actually make the stealth puzzle HARDER? So that when you completely invalidate the stage by completing it, it's not stupid? The theme of the stage both narratively and mechanically is the stealth puzzle to free the miners, yet its good design to have people ignore it? Why is the penalty for failing the central mechanic of the stage the more favorable outcome? No one can possibly answer these questions to defend the stage without massive mental gymnastics, about how "the level is designed for Normal/Casual".
If the game isn't designed around Hard/Maniac, why did they name the non-permadeath mode casual? That's really the sticking point. It's the permadeath setting(maniac should be the intended way to play tbh).