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I often start the run by trying out different strats than the one I am used to, but end up going for either builds that stack strong enough because otherwise I would not be able to survive ♥♥♥♥.
Heres the strats that I go for.
Ifrit Build (The Red Genie) stacking him damage wise enough that he survives the first wave of monsters, and then demolishes the second with his suicide damage.
Prism Build
If I manage to get a Prism first or second round, then its all in for that one, since they stack so strong. I NEED a level 2 Prism tho to actually get to the end game, but that happens all too rare as well.
https://imgur.com/a/WEkUMGQ
While you can basically win with any kind of build, but most of them is too hard too grow fast enough for the second boss. And if you want any stability you're forced to cerberi-promise.
Some towers are literally useless - Lab is the worst offender, since it produces imps for mana, while you can double them for free with lasher.
And I can't find any use for devil(slow, hard to get to 6 and the payoff is pretty weak at that point) or forge(worse slime without growth opportunities provided by cat-milk/flower-honey/obsidian-temp) or glutton(you need to start fooding fast for it to work and if you already started fooding a tower, swapping it is too big of a downside)
Also we have two pairs of similar towers functions: lab-lasher and mole-cauldron with one seemingly just superior to the other and no real way to combo them.
Finally succubus combo basically requires blood and don't work without it, while root-mole requires you to get mole before you place roots. While you're required to use chaos tower(since whirlwind is too rare and costly to actually utilize).
All this combined make inferno both rigid(mandatory stuff) and random(you need to get some stuff before other stuff works) compared to royal. Would prefer to have more synergious towers instead of useless. Something like glutonous getting all the rations that was already eaten this game, Lab doubling the bonuses from impi(latest upgrade for them made impi builds really nice, since they make your main tower really matter till the act 3) etc
Imp + suc + blood + drover is much better now because of the imp buffs. Still weak to the first boss, but that is because the first boss counters health focused builds (it really needs to be changed for the sake of build diversity).
The buffs to tower of promise really help make a potion + sulfur to obsidian possible. Put a sulfur + promise + Cerberus up front, then get a potion generator online. Give regen to the doggy tower and temp potions to the sulfer when it is level 3-4 (to turn it into obsidian). Laboratory towers can make the potions become steroids on steroids. Kind of wish poison builds by themselves were better, but that seems like it would better fit the third necro theme coming in the future anyways.
Genie + Ifrit really takes off...getting it past the early game is VEEEEEEEEEEEEERY difficult. Really needs some other kind of support to help it. Gargoyle will not work because it only adds health and the first boss just LoLs at health.
It is possible to win with a ration build, but it really needs a big buff. You need to get the pot asap to make it workable at all. Not really fun to use with all the resets you need, but it is possible.
Prism is pretty easy if you can get it to level 2 early. You can easily beat the game with three towers with this build. And you can go insane if you can get the well + prism to really high levels.
Mole + root is in a good spot. The easiest build, but it is pretty boring. Just use your mana to infuse the roots and get the roots as high as possible.
Most rare towers suck. Like unless you are doing a slime + insolent build in the royal special game mode that allows you to get inferno towers (aka stupidly specific), good luck making the devil tower useful at all. Level it up a bunch and most of your rerolls are exclusively cursed towers. By the time you can actually safely use it, the buffs it gives are really weak as we are talking near the final boss here. Tbe Smelter tower needs to just be reworked completely, it just is not a inferno tower and a lamer slime.
Laboratory, portal and glutton are possible to use. But portal is pretty lame and the abilities of glutton seem to be pretty weird. It should buff all other towers with the ration buff and the other ability just does not seem usable with the other while not being good enough on it's own. How can you even use roots and rations together at all?
Glutton should be turned into two towers, where the two abilities are buffed heavily and on separate towers.
From he wave right before inferno hits level 2 to the first boss are the real problem though. The RNG is only bad early, but the game ramps up so fast that bad rng is devastating. If you can survive to the middle of world 2, you probably are going to win pretty easily at that point.
The Chaos tower seems somewhat mandatory to get for rerolls since the Whirlwind is uncommon and thus not reliable to build up to even get as much as 3-5 rerolls, but that means spending a load of mana on 'just' procuring the option to reroll the tower store.
The other side of that is that the scaling of the Well tower vs. the Whirlwind for resource generation is.. well, incomparable really, since the Well tower scales superiorly by doubling mana output with each level, which is really a bit crazy on its own, but cool crazy..
It just makes the Whirlwind tower feel like a pick you only do a few times and then never again, even if they *can* work out somewhat, they just need too much RNG and feeding of mana to get anywhere, leaving you to instead pick the Chaos tower for rerolls and the Well for mana, because that's two tower slots doing more work for your build than five slots of Whirlwinds, which you may only get in 1 out of 100000 runs because of the difference between common><uncommon tower rolls.
I think some 'small' changes could make very meaningful differences though, i.e. if adding rations to Whirlwind towers would be counted as 'mana eaten' towards them getting experience (perhaps removing the ration buff so the Whirlwind doesn't get stats from them).
This kind of approach would both be a buff to the Whirlwind and Ration towers, as well as the Ration buff itself, and could majorly upset the weighting between Wells and Whirlwinds, as well as making Ration-based builds much more viable by making Whirlwinds combo well with Ration towers and buffs :)
- Enough mana
- Enough damage
- Rerolls / getting what you need
Either I get lots of mana but still have such bad RNG that I just can't get the things I need or I simply cannot build up enough damage to go beyond the first boss or I just don't get any kind of towers that provide mana.
RNG is good and all but I just can't get beyond ascnension 3 with Inferno. I finally managed to get to the 3rd boss only to have it beat me with 700 hp left.
/edit: If you just try long enough... finally beat ascension 3 with lots of luck
the easiest one to get going seems to be mole + roots
or mana economy + prism
most others usually need a cerb + temp buff + poison to take down 1st boss unless you are super lucky, and then you can sack the cerb/poison for your builds needed towers to not get too behind on scaling.
The problem is the enemies have way too much attack and health in early levels.... you don't have anything that can tank that much.... I only defeated the 1st boss 1 time... maybe 30 runs.
Too much luck involved to make a build.
>Too much luck involved to make a build.
Well, no. With royal there's almost no luck involved, you can win nine time of ten or even better, but it requires some experimentation.
The complete lack of attack scaling makes it a crapshoot to get past stage one because you just don't have the damage, unless you go Promises + Cerberus. That is the ONLY way to have any consistency early, but that pigeonholes your build.