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so no it hasn't taught us this at this point in the game.
This is still early in the game. You might not necessarily know what each rune is going to have, or that you're going to face a boss that puts nearly your entire party to sleep. If you did know you would have to back track to town before returning the boss to make sure they're equipped, as up to this point in the game there's been no need for a status cure spell. Also in town the item shop sells cure items for poison and one more, but not sleep. And even with a good setup, when she first pulls the attack she uses it twice and a row and puts 4-5/6 of your party to sleep.
It's not so much a hard or challenging boss, this one is just annoying and poorly designed. Personally I had been playing the game to this point in hard and with in battle items turned off, and had been okay up to that point but turned the no item option off at just the boss before. Then the next boss being the one in question right here shows why I hoped I could play with those items, as I just had to use whatever character was awake to spam item heals until enough of my party woke up and hope hey didn't get put to sleep again.
yes I agree with this, I feel the way they should balance this is a few changes.
1. sell sleep recovery items instead of the confusion recovery ones, I honestly feel this was a mistake cuz nothing at this point causes confusion status from what i've seen. so why sell it?
2. make her attack such that it can only sleep 2 heroes per cast, it can still be an aoe that hits everyone but only 2 people can be put to sleep is fine.
3. make any attack on the hero break the sleep and the attack can't put someone back to sleep at the same time.
4. make sleep only last 2-3 turns, not sure how long its supposed to last but it feels like it can go on forever. it almost feels like it just does a 50% coin flip each round to see if you break out of the sleep
It's even worse because, since your bag is so small, I left my earth runes in storage at the castle. So I can either (a) reload a save and replay the entire Proving Grounds; (b) keep trying and hope for better RNG, or (c) lower the difficulty and play the whole rest of the game on Normal, even though that will be too easy in most situations. This is almost maddening enough to make me quit the game.
Update: I managed to beat this on my next try. It appears that Narungarde starts spamming the AOE sleep spell after Hurstwine goes down. I wasn't able to bring her down first, but hurt her enough so that she only lasted a turn or two after Hurstwine (I had a couple characters who could not target the back row and had to attack Hurstwine). She didn't cast the AOE sleep the entire fight, so maybe I just got lucky? Either way, yeesh.
A couple of panaceas would have been more than useful. :/
That's exactly what you need to do to beat this boss fight. Narungarde will only start spamming her AoE sleep spell after Hurstswine goes down.
So the common strat for beating them is to focus as much damage as you can onto Narungarde, while slowly whittling Hurstswine down with anyone else who can't hit her. Those who can't reach Narungarde can also take on healing duty when needed.
And then, the moment Hurstswine goes down, burst down Narungarde's remaining HP as fast as you can. Cuz you ain't surviving her AoE spam for long, even if you brought an Earth Rune and items to counter the Sleep status.