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And yeah, I got insta-destroyed by those damn 4-coin K-Corp class 3 goons too, from time to time. Can't even block/dodge that. It's E.G.O or death.
The "Monks" (Talisman E.G.O) tend to be pretty brutal in Normal MDs too (absurd clash power/DMG), so I suspect they're about almost as dangerous in their ability to one-shot Sinners.
I do appreciate the Store/Rest Spot being at the floor start, looking for a store/resting spot in the dark would've been terrible since they're the only ways to recruit, and you start incomplete (2/7 or 3/7 with buffs).
All in all, the only things I truly take offence to with the "hard" MD, is the addition of Railway bosses who keep their Railway HP/stats while also gaining the dungeon's like, +5 power or whatever. This makes Floor 5 Railway bosses do rolls every turn that even E.G.O can't beat.
Skill issue.
Yes, because I came across her every time I took Ismail the Fiery into the team of 000. As a result, I received an additional 700% damage from the needle in my face, which was supposed to strengthen me
the characters of the other pack already coped with it more well, because they did not have fatal resistance
Half of my team is just 00. Still beat it within 8 turns.
Just because most enemies' hp remains low enough to crack in two or three turns (if you're lucky enough to win) - fast does NOT equal 'fun' or 'easy'.
Honestly, if PM insists on throttling player's ability to simply unga bunga winrate, without just nerfing this baloney - they sorely need to steroid defensive skills up the rump then.
Only being able to confidently move ahead (not even charge ahead) with half your skills at best, and 1/6th your skills more realistically is absurd as things end up boiling down to 'pray to RNGesus for tails'.
except, if one wants to use any remotely technical IDs, functionality completely falls apart because S1s are worthless, and S2s utterly unreliable. There's no space to execute mechanics anymore, nor recourse with these paper defensive skills.
between death on a single coin flip, and long fights,
I would've rather had the spongey enemies in Ch4p2 because they at least could be adapted around in testing your endurance and ability to refine efficiency for 10 turning.
as compared to the 'EGO or tails' we've got now.
They should not release without tier 4 and rework of offence system. it was bad decision. People could wait more delays.
I was thinking about possible methods to solve the problem of dungeon complexity and often inclined to the fact that it would be worth creating more interesting mechanics for bosses or opponents. On a par with the same statue that I met for the first time - I had to understand how her karma works.
Adding opponents who make you think when you meet - that's what would be nice.
And at the expense of sponges, it could also be beaten by making the process more exciting - giving opponents more phases or new mechanics - even if exclusive to dungeons