Limbus Company

Limbus Company

6-33 and 6-34 thoughts?
This isn't a post about "Help me beat this" since i have already beaten both fights. Albeit i had to use tons of my saved up boxes to make modules so i could farm exp for a sinking team.
Do yall think these fights are a bit overtuned? Personally i think the bosses should have bind for the first turn or something so you don't get insta staggered (6-34 is naughty of this especially.) I wouldn't call them THAT hard, but like unless you have the mats for a sinking team or umbrella heath, i doubt you'd have a fun time. Wouldn't shock me if they get nerfed.
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Showing 1-15 of 38 comments
Reptiloid (Banned) Apr 4, 2024 @ 10:53am 
Nah, they're fine. 33 has no problems whatsoever. 34 could yous a bit of less sanity gain for Evil Heartcliff, since it makes turn 1 very rng. Either you clash him and sink him to 0 sanity, or he gets to 45 and always rolls heads.
Punished bird Apr 4, 2024 @ 10:55am 
Originally posted by Reptiloid:
Nah, they're fine. 33 has no problems whatsoever. 34 could yous a bit of less sanity gain for Evil Heartcliff, since it makes turn 1 very rng. Either you clash him and sink him to 0 sanity, or he gets to 45 and always rolls heads.
True, true. I honestly wouldn't mind if they changed the 34 boss starting sanity, since he starts with 15 for some reason, which can really ♥♥♥♥ up heathy even if you win the first clash.
Iggy the Unwise Apr 4, 2024 @ 10:56am 
On one hand people want a challenge, on the other they want just to beat the story. It’s not like you wasted the shards and you would still need to level your id anyway.
Iggy the Unwise Apr 4, 2024 @ 10:57am 
Originally posted by 1 in 5 people.:
True, true. I honestly wouldn't mind if they changed the 34 boss starting sanity, since he starts with 15 for some reason, which can really ♥♥♥♥ up heathy even if you win the first clash.
It`s one of his passives, he gains 15 sp if not at -45.
Simacan Apr 4, 2024 @ 10:59am 
I find myself thinking more and more often that the balance seems to be focusing more on the player having full, fully upgraded teams with specific counter-setups for each fight... But the more time passes the more unreasonable that will be to balance.

I beat both, but like a lot of others I've been playing since day 1, the more time passes the more you'll see people complaining about these fights, similar to Ricardo or siltcurrent. The balance is too focused on full teams that are heavily upgraded.

I also think health needs to outpace damage a bit more, it frustrating how many of these bosses will pretty much one-shot a fully upgraded character because "You were meant to win the clash"
Punished bird Apr 4, 2024 @ 10:59am 
Originally posted by Iggy the Unwise:
On one hand people want a challenge, on the other they want just to beat the story. It’s not like you wasted the shards and you would still need to level your id anyway.
I Honestly just feel bad for the people who don't have a sinking team ngl.
Punished bird Apr 4, 2024 @ 11:01am 
Originally posted by Simacan:
I find myself thinking more and more often that the balance seems to be focusing more on the player having full, fully upgraded teams with specific counter-setups for each fight... But the more time passes the more unreasonable that will be to balance.

I beat both, but like a lot of others I've been playing since day 1, the more time passes the more you'll see people complaining about these fights, similar to Ricardo or siltcurrent. The balance is too focused on full teams that are heavily upgraded.

I also think health needs to outpace damage a bit more, it frustrating how many of these bosses will pretty much one-shot a fully upgraded character because "You were meant to win the clash"
i've been playing since release, so most of the classic project moon difficulty spikes don't affect me. But yeah i fully agree that newer or later players will most def struggle with the later fights, peq crew, ricardo, now these. Def a bit painful for the newbies.
Bakelith Apr 4, 2024 @ 11:16am 
33 gains a bit too much sanity imo, makes you kinda want to reset the fight if you lose a clash, though there's also the option of not clashing.
34 seems fine, the fight was made to use sunshower heathcliff
32 I struggled a bit more with it till I decided to use Molar Ish, let heath die and solo the fight

Sinking seems to be the key to those fights overall
Last edited by Bakelith; Apr 4, 2024 @ 11:16am
Babbles Apr 4, 2024 @ 11:23am 
Both fights were very fun for me. I ran sink and abused stagger states but the fight was just a lot of fun.
Kildread Apr 4, 2024 @ 11:31am 
Sinking kind of trumps both fights, though the first one counteracts the SP loss by a lot.

Dead Rabbits? Boss was sorta easy. Had a bad first try (All S1s on first turn...), then second time it was just a matter of AoE-ing the flunkies quickly with Spicebush & Regret.

I first ran 7 Heath (Which is blunt weak) against ID Heathcliff.

It was very bad XD

Had a look at my available IDs and.... wait, Sunshower is a negative coin ID that would be perfect for Bereavement if... he's blunt resistant!

3 skips of XP lux to get him from 40 to 45 and battle was cake.

Frankly, I don't see why people speak of nerfing due to needing specific match-ups. He's all the way in Canto 6, anyone making the journey there would accumulate resources (Unless they're the kind to shard every ID on release...., but even then).

Gameplay aside, I'm absolutely thrilled with what ID Heathcliff's appearance in the plot opens up for further happenings.

https://steamcommunity.com/id/Kildread/screenshot/2526030627512563593/
Last edited by Kildread; Apr 4, 2024 @ 11:47am
A5G_Reaper Apr 4, 2024 @ 11:32am 
Bashed my head on 6-33 with slash team and failed the first few times because they're all vulnerable to blunt. Then I changed the approach and it turned out to be so much easier with full blunt-resist team (plus harpoon heath) and focus-fire the boss as much as possible, tanking whatever small hits that got through. The little ones died when the boss is beaten. 6-34 isn't particularly difficult per se, but to get it done in 10 turns require near-perfect set of RNG for the first 2-3 turns and that's where all the restart comes from.

Overall, the "giving bosses ridiculous amount of sanity gain for free" is getting so old. Not fun having most lineup invalidated just because they're incapable of keeping up with the sanity race. Without any way to rapidly ramp up the sinners' sanity, the only option left is sinking the boss'.
Punished bird Apr 4, 2024 @ 11:36am 
Originally posted by A5G_Reaper:
Bashed my head on 6-33 with slash team and failed the first few times because they're all vulnerable to blunt. Then I changed the approach and it turned out to be so much easier with full blunt-resist team (plus harpoon heath) and focus-fire the boss as much as possible, tanking whatever small hits that got through. The little ones died when the boss is beaten. 6-34 isn't particularly difficult per se, but to get it done in 10 turns require near-perfect set of RNG for the first 2-3 turns and that's where all the restart comes from.

Overall, the "giving bosses ridiculous amount of sanity gain for free" is getting so old. Not fun having most lineup invalidated just because they're incapable of keeping up with the sanity race. Without any way to rapidly ramp up the sinners' sanity, the only option left is sinking the boss'.
Isn't the EX for 6-34 15 not 10?
CarThief Apr 4, 2024 @ 11:44am 
If the fight before was the rabbit guy, hm...

1st: It was kinda BS to go through it with the hideously high rolls the minions and boss sometimes get, to say nothing of their resillience.

They basically slapped the boss from the fight thereafter in here without any forethought on how to nerf him to accomodate for the minions. Doable, but no fun and just feels cobbled together in a hurry without thought to it. Nerfing the minions would make it more fun.

Short version: Minions roll too high and are too durable. Nerf minions.

---

2nd: If it wasn't for his "oops, guess I rolled a 5 [on speed], time for you to restart" moments that could occur any turn, effectively ensuring your Heath gets killed in 1-2 turns, then he'd be tough but fine.

Dude really should be kept on a leash with 1-3 speed or given a mechanic that ensures his speed doesn't match or exeed the 3rd sinner [in the action-bar] speed-wise (essentially giving you 3+ (or 2 if Heath is among them) intercepts every turn).

Because otherwise, you pretty much end up with your Heath eating 3+ attacks in a row, and to make matters worse, if this occurs and staggers him in the final phase, he's free pickings for the Fixed Target/Unclashable-to-others attacks (which should also be changed to be clashable if he's staggered).

Short version: Nerf/Cap boss speed. Make unclashables clashable if Heath is staggered.
Reptiloid (Banned) Apr 4, 2024 @ 12:00pm 
Well, hope they give the veterans at least a week before nerfing the fight to the ground. It is fun, despite a bit rng
Kagarita Apr 4, 2024 @ 12:07pm 
People struggled with 6-33? I absolutely steamrolled it with no problems with just a generalist team
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Date Posted: Apr 4, 2024 @ 10:51am
Posts: 38