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There's a relic that causes every die to roll its first face on even turns, are you sure you didn't have that in those situations? Why do you have so many die with 1 on their faces? Ideally you would redistribute the value of important die faces so that the first and last face are maxed out, maxing out any other faces with your remaining points and leaving the other faces at 0. There are multiple relics that can re-roll or draw extra dice if you roll a 0. It sounds like your strategies could use some work.
I didnt have that relic and i am also not talking about mid act 2 here, because at that point the build should already be stable enough and its more about upgrading your dice. I am talking about even getting to that point in the first place. Its also funny you are talking about my strategies needing some work when talking about relics that are bound to rng. Yes man, please show me how i can reliably get the relics i want, that would certainly help a lot.
I didn't bring up those relics because I think you should try to get them, I brought them up because if all of your dice are rolling a 1, it means you're not redistributing your die faces properly. There isn't much that benefits rolling a 1, there's plenty that benefits rolling a 0. And if you're not thinking about that, then yeah, it's a strategy issue.
Keep in mind that redistributing dice faces is normally the best thing you can do at a campfire, also.
If you're having trouble with act 1 specifically I'm not sure what to tell you. One terrain die and some careful play beats all the act 1 elites currently, on every difficulty. If you want to point out what you're struggling with specifically, maybe people could post better advice. Early on I'm looking for 1-2 glass terrain dice, a mirror on *some* characters/starter relics, and maybe one block die, preferably with double dip. Taking double dip versions of dice you need and removing the originals works well too. Standard boost dice are pretty bad and good choices for removal early. But a double dip boost die is something I'm happy to keep for the entire run as long as I'm not running into max-handsize issues.
1. Take opportunities to shave your deck. Just like most other deck-building games, people will suffer if they hoard cards (dice). Keep your hand compact so the dice you draw are somewhat consistent, and thus, you dilute that particular aspect of RNG.
2. If you still believe RNG is a problem, take opportunities to re-roll your dice-faces. A few nodes is all it takes to make any major dice have the exact same number on all sides. Having a dice with all 2's is infinitely more stable than having 0-4 and praying it rolls high, or rolling low at the worst time. Most of my runs end up with the majority of my core dice sitting pretty on 2's, 4's, or 6's all-round -- which helps quell more RNG and opens up relic-based playstyles (eg. odd or even).
3. Thanks to point 1, you will generate more gold -- as skipping unnecessary dice will simply fill your wallet and make it easier to manage the one's you actually have. Also, don't be afraid to fight more often - particularly elites (for relics) - or just regular battles for an extra bit of gold, which may secure a nice powerspike at the store.
4. Despite the recent balance tweaks, there are still countless obnoxiously busted ez-mode strats that haven't been fixed yet (eg. Flash/Heavy Terrain, reflect builds, prism builds, uncapped damage/health numbers reaching into the hundreds and thousands, etc). In many cases, I tend to beat all acts with nothing but two paltry attack dice -- and by Act 2/3, I'm typically unkillable, including 2-round boss-dunks.
5. It's easy to underappreciate the map! You don't have to plot a route from start-to-finish, but it does help to open the map and check what boss is waiting on the other side of A1 and A2. Such information can help inform dice-choices and build some early counter-play.
6. Try different characters and see who suits your preferred style more. One is a great all-rounder, one is a risk-reward power-house, and one is a beastly tank. Consider their first and second relics -- and how you typically play -- and experiment. Personally, as someone who always favours a more defensive build, Mango is my jam - and the ability to move heavy dice around the board is stupendously good, but ultimately, each character has merit.
No matter who you choose, things should be pretty stable by the time you reach Act 2. If it's not, then sure, luck can be a factor, but for the most part, there's likely a hole in the deck causing some grief. For example, I sometimes over-trim my deck and leave myself a bit damage-starved during Act 1 once in a while -- and if that happens, certain fights may turn into a slog, but that's a preference-based and easy-to-spot problem exclusive to the very, very early-game.
If things go wrong, inspect your dice and consider what you could do to prevent such issues next time. There is almost always an answer, even if the road to possible solutions can be a bit variable.
Some tips for beating D6 is :
Keep your dice few - Just like with card games, its sometimes about keeping your deck small so you can consistently draw what you need. If you overload your dice bag with boost dice, you'll have nothing to boost. As you increase your draw hand amount you can have more and more dice. Double dip also helps with this, as well as triangular dice since they are free.
Synergize - If you dont have any dice that are glass, moss is essentually useless. If you have no heavy dice, then the dumbell relic (I forget what its called) that doesn't reduce heavy dice as they stay on the board is useless. Always grab the relic that more of your dice would be able to use, and very rarely would you ever grab a dice for an incomplete build. (IE: Grab moss, and THEN grab lots of glass dice.) Often my choice is determined by counting how many dice in my bag can benefit from the relic. If it is less than 3 then I usually get anything else, even if its lower quality.
Terrain dice - They are the best. They boost whatever you place onto the same spot on the next turn. If possible, hollow+gravity a terrain dice and you're essentially making every dice in your arsenal hit harder and block more. At max, have 2.
Mirror dice - Same as terrain dice. Double or triple or quadruple the effectiveness of your dice for just 1 energy! At max, have 2.
Prism dice - Same as mirror dice. See if you can redistribute the faces to 2 or 3. Have at max, 1.
Coin dice - If you are lucky enough to find one, get it and discard the glass property on it. Now, you can earn as much money as youd like! Granted, you can keep the battle going without dying.
Course plan - go down the path that leads to the most events, so you can essentially get a relic for free. If you are strong enough, hit more Elite Battles.
Other than that, I try to avoid high cost dice unless they are truly worthwhile. I honestly think the game may be too easy. There are some relics I can't seem to unlock no matter how much I play, or how many times I've beaten the game.
In my opinion, Mango's second relic is the worst starter relic in the game. All of the other relics contribute in some way to helping you *avoid* taking damage. Rerolls, dice draw, Lisver's flash & dmg relics, Mango's first relic. All of them make you stronger. Mango's second relic just lets you heal when you're behind on overall strength, and you'll be behind on strength more often because your starter relic isn't contributing to blocking, dealing damage, or building high-value board slots.
It's an absolute trap. If you're building high-value board spots, you can afford to drop to 1HP in every fight and heal to full with the starter glass heal die. You could pick up a heal die for Mango's first relic (it's *at worst* a top 2 strongest starter relic imo), but often you won't need to.
Shadow Cloak is also very mediocre. How does keeping your block help you in fights where you get attacked for 50 on turn one? And if you're beating those fights consistently, how does keeping your block in between turns help you at all? The damage-from-block stuff isn't even necessary because if you can make a lot of block, you can also probably make a lot of damage.
At least pre-nerf, shadow cloak is extremely powerful. It's not hard to use terrain and/or mirror dice to greatly overshoot the enemies' damage output on one turn, and with the cloak doing so once means you're safe for the rest of the fight. No bad RNG can touch you. I haven't had really tried it much since being nerfed to 50% block but that's probably a lot more balanced.