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It would help against bosses if Agica could still tank a ranged attacker if they were standing in melee range and didn't have the "moves far before attacking" trait.
The Champion bosses I have encountered do have melee attacks. The issue is how often they use them in battle.
I think the one I encountered last time on Floor 3 was a 800 hp caster boss with 2x 15 hp pillar sidekicks. The two pillars did nothing but ranged attacks, and out of the 10+ turns I survived, the boss used melee maybe once. The rest of the time it was using 40+ dmg range attacks. That boss used ranged attack most of the time and used melee only once or twice during the whole boss battle.
I think the Counter-Attack skill might have triggered once during that entire encounter, as opposed to the 2 - 3 times typically against melee bosses. My loaded Counter-Attack with over 100+ retribution was sitting ready when I died to another ranged attack.
With the right relics and cards, I may still be able to beat this boss, but that's very loot RNG dependent. Range heavy bosses like this one definitely gimp House Agica's unique skill and stack the odds against a House Agica player.
Wardress follows a stable pattern, it has 5 moves, is Range, Range, Melee x2, Melee with anger if you kill bots, eat fury from allies, and then repeat. It might be a bit different the first cycle.
It even got a buffed because of how easy it was to manage before (Vexxed: if it does not hit you it gain 3 fury)
When I beat the game with Nereide, I took some damage during the boss' ranged attacks, but won the game nonetheless because you always should build a deck that has effective block cards. So, even if I was down to 50HP or something, it is winnable if you worry about that when choosing your cards.
Don't think I've had a run yet where I was offered enough block cards.
And besides which if you require fully defensive decks to even stand a chance its clearly overtuned as that is not fun game design. Look at something like STS its possible to build tanky decks but also dps decks. Here floor 3 seems geared toward pure tankiness, which goes against the previous 2 floors.
Nobodies saying its not beatable its just not beatable by a wide enough array of deck builds.
Well, the argument that act 2 and 3 enemies are still causing too much damage and have too much HP still stands.
Git Gud, tbh
Yeah its a deckbuilder that doesn't want you to experiment or tinker, or rather as Gamefamiliar admitted is a puzzle game where deckbuilder elements are introduced to help you solve each fight.
Its a subtle difference but thats the crux of it. Games like STS are deckbuilders first puzzle second. This is puzzle first and deckbuilder second.
Its just lot of people expecting the former bought it cause it kinda looked cool (me included)
I am one of them, really disappointed that the devs insist in this damage mess that does not encourage different decks.
I keep giving this game another try with Flynn and Issandre to get the Lovers achievement, but it is ♥♥♥♥♥♥♥♥ after ♥♥♥♥♥♥♥♥, as he cannot generate enough block or damage even with relics and cards, because it is not always that you have those cards.
Try playing the cards in different sequences, and make tighter picks per draft / node. Sacrifice power for healing when the math demands it. Be flexible and adaptive. The only ♥♥♥♥♥♥♥♥ continues to be the ♥♥♥♥♥♥♥♥ in your own heart.
Or to put that another way, solve the puzzle rather than build a deck you want to play with.
Almost like the point being made that its more puzzle game than deckbuilder is in fact entirely correct. Your literally admitting as much without even realising it.
I will leave those defending the current state of the game with this:
If there are cards you are never suppose to pick because they don't lead to winning the game, why are those cards even exist?
Why is the buff card that gives you 4 armor every turn exists if nobody ever will use it or play it?
In a deck builder, all cards suppose to be useful somewhere based on player preference and play style. If a card exists that nobody uses, it shouldn't. If half the cards exist that players don't want to use...