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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"
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
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/
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'.
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.