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I get the feeling this one is gonna mostly be a headache for newer players who can only outfit one comp, lack support passives/ego, or have a hodgepodge of IDs that don't fit together super well. In this instance some of the floor 5 bosses seem like they could be a headache.
Yeah I think you're correct on that. The first floor was absolutely easier than MD2H, because you have a larger team and support passives. But the floor 5 boss I got was the skin prophet, and even with the buffs I had given him (+ 1 coin power, +3 final power, etc) he basically couldn't touch me. but I guess that fight is very gimmicky
some fights (like MFE) have been badly nerfed
and the new EGO acquisition lets you make OP builds quite readily
Feels definitely easier.
Couldn't even reach the boss because of bloody Crabs that can both use a Attack and Counter in the same turn on both slots (and their attacks are AOE's), thus it was guaranteed stagger/death either way.... Can't say I heard much good about the floor 5 bosses, either...
Maybe more managable if one grinds for a week or two to get most of the Starlight buffs, but not by much with how obese the enemy's HP/Attack values get in that mode... (Atleast it's only once a week, and forfeiting at floor 5 is good enough for 750 Lunacy + 210 BP...)
Per module -> yeah
Per timesink -> nah
I feel many people think MD3H is much harder because MD2H shift toward easy side after most buff become active.
I mean I only ever activated under half of the MD2 starter buff tree, and have 2 unlocked on the MD3 tree, and still felt that my MD3H run was easier than MD2H, with the same team. Idk. I guess if you have all the buffs unlocked MD2H just wasn't hard anymore, so maybe it's that
Meanwhile, MD3H will have you rely only on gifts while the enemy buffs are kinda ridiculous. Plus some encounters that are way overtuned, like random floor 5 regular encounter being two waves full of pequod villagers that rolls 4 coin 28 and gain sanity every turn. Legit harder fight than the bosses.