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Ilmoita käännösongelmasta
Everything you just said is true, so maybe I need to rethink what I said. How about this, do dots feel more obnoxious in this game? I never hated them this much in DD1. Maybe it's just me.
I personally find them less threatening? YOu cna get some scary numbers in long fights, true. But everyone getting completely cured of DoT at the end of the fight (and then healed while travelling) makes them feel massively less threatening than back in DD1 where you could win a fight and then have to abandon the mission because you were out of bandages/antidote and someone might bleed/blight to death walking down the next corridor.
I figured it out. It's because if the run bricks horribly and you barely survive an encounter, abandoning means restarting a long run from scratch (and DOTS become increasingly dangerous the longer fights drag out - DD2 has much slower, less swingy fights compared to DD1). In DD1, you could end a fight out of medical supplies, high on stress, and with DOTS still applied. However, you could also just abandon the expedition, save your heroes, and recoup them over time with some resource investments (send in the B, C, D, E, and F teams). If you locked in really good quirks, certain setups are definitely worth saving.
Redhook tried to give incentive to not abandon bad runs by giving you bonus candles, but honestly, I find it better to just jump ship and try again if things cannot be reasonably salvaged.
- In this game the fps are tied to the stagecoach speed, in The Tangle I have severe fps drops to 15-20 which means the stagecoach move at ridiculous speed, traverse this zone is more than twice slower than other zones.
- The lost battalion are the most annoying regional enemy for me, the drummers are one of the most annoying enemies of the game if not the most, if he is the last enemy he suicide and increase the stress a lot which happen quite frequently because he cast a buff to make other members defend him, they have a mage which have to be killed the first because it resurrect the dead ones, also even the regular soldiers of the battalion have death doors + the two slots ones are one of the most hardhitting in the game.
This is probably because there just isn't as much Variety in the enemies, and where you can find them all (You can only find spiders and carrion eaters in Beast dens)
And either way, resistances were much higher in the first game for the most part, so they would often get resisted anyway
The Tangle is really easy with PD and Occultist in the back. WIth them both bombing the backline, drummers die fast - even if they use their free action in defensive formation, one of the two will break the guard and the other will get through. If the PD sticks a DoT it's guaranteed dead in a few turns, and the Occultist does more up front damage without a DoT so if he lands a couple blows it's over too. As long as your frontline isn't just an MAA by himself you should be ok (MAA relies on blocking too much and the skeletons suppress the block).
Not only do drummers/chaplains die fast, but the General is pretty easy to manage with pd/occultist bombing both him and the plant starting from turn 2 onward. You will still need someone who can guard or otherwise weaken the boss against his 2 lane nuke.
I will say that despite that I consider the Tangle relatively easy, it's not 100% risk free. If a Knight + drummer show up, you can suffer some disgusting crits from Slay the Wounded before one or the other dies. And if you don't have some form of damage mitigation against the general, the PD/Occultist backline just might die to the 2 lane nuke + bleed.
Half a dozen runs through the Shroud. Two Leviathan kills. Never lost anyone. Shroud cna be harder than the other regions, but it's very much doable with proper preparations and decisionmaking.
Footsoldiers have Death's Door, but 0 resist. Any damage will kill them. If they have a DoT on them, they're already dead. As for the Knight, when you go for the deathblow on him you have to go all-in on it. Instead of getting weakned, he gets a massive buff when going to Death's Door. That's how he can hit so hard. Overall, Lost Battalion fights are all about having at least two people able to hit the back row, and taking a slow and attritional approach.