Drop Duchy

Drop Duchy

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Game is great, but 2 bosses are completely inbalanced and one of them also bugged AND obscure
---------- Gate boss -----------

Problem: it is just SIGNIFICANTLY worse in every way compared to the wall, no positive tradeoff*
*if you are skilled enough to play compact with raven constellation

Most significant is the fact that with wall you can go all peaceful rounds and negate 75% of extra boss power just by playing ok OR you can negate 100% if you play optimally and use 4line at the end

Peaceful rounds are immense boost which are better in almost every regard except NoMercy and ForceConversion cards (but the latter is still mathematically worseOrEqual than not fighting at all).

At higher difficulties gates garrison is just too overwhelming and I always have to restart if I see Gate as a first boss. Thats not fun, that is not even a challenge

Solution: Need another boss. Must have a mechanic to reduce its power if you are doing right things. Idea -- Shore of covards. Lose percent of its power if you put your military buildings in right place.

---------- Heretic abbey boss ----------

Obscure rules: how should I figure out, that conversion meter resets after every conversion?! It was not written anywhere, but this is 2nd of 2 ways to counter it.

Unfair for certain builds. If you play with Moat, StrenghtInNumbers, barracks or other ways to boost at the end of round -- it would just convert half of you building. If you rush for crosses -- you ruin your moat, enclosure and map in total. Easy win for ones -- broken play with no room for skill for others.

BUGGED -- It converted my belfry (which was the main powerhouse) Than I pressed U. Looked at conversion meter -- it was 0. Dropped belfry once again. No conversion this time.

This boss is so undercooked I wonder how it ended up in such polished neat game. Also it is so frustrating to lose an overall successful higher difficulty run just because your build does not fit this specific challenge (coin flip of death at the end)

Solution: complete rework needed. Same boss, but different special mechanic
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I also agree that the Gate boss is really too hard(er) than the Wall, it already gets 72 Garrison on Hard difficulty, which is almost the same value of the Wall on Nightmare(75) at the end of deploying phase.
Well, other boss is fine for me. It's true that the Church boss will make some of the strategy not that suitable.
Is there a way to see what the Act 3 boss will be from the start of the game? If so you can build around it, but otherwise having a late-game boss that hard-counters certain builds isn't great if you don't know to prepare for it (also, hard countering certain builds in general isn't great).
Originally posted by Little Bunny Foo Foo:
Is there a way to see what the Act 3 boss will be from the start of the game? If so you can build around it, but otherwise having a late-game boss that hard-counters certain builds isn't great if you don't know to prepare for it (also, hard countering certain builds in general isn't great).
No, but you can always have some preparations to deal with it if the worst thing happens.
You can also sell some technology cards that is not suitable for Church fight before the boss battle starts. Also try to deploy better to cut down unit loss for the Church.
I like having harder bosses pop up randomly. Its how the genre works
In early game, as much as you would dislike it, you should have more spent on card slots and get more military buildings. Deck Exellence is mid-game, so with some essentials more from the tree-menu. Grab 1-2 two more, or just until you can have merc building for 50g if you miss a slot empty.
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