Menace from the Deep

Menace from the Deep

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Roderick720 Nov 13, 2024 @ 10:43pm
Tips for Fighting Mi-Go?
The monster enemies that appear in act 3 once Cthulhu shows up are just absurdly hard. I don't know how to fight them and every encounter with them has been a death sentence so far.
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Showing 1-15 of 16 comments
Br4ys Nov 13, 2024 @ 11:42pm 
Is this the one that has thorns aura stacking and explodes on death? Or a different one?
HaikenEdge Nov 13, 2024 @ 11:53pm 
How do you guys even know the names of enemies? I roll over them with the mouse and no name ever comes up for any of them, and it's not like there's a bestiary to look them up in.
Last edited by HaikenEdge; Nov 13, 2024 @ 11:53pm
Br4ys Nov 14, 2024 @ 12:48am 
Originally posted by HaikenEdge:
How do you guys even know the names of enemies? I roll over them with the mouse and no name ever comes up for any of them, and it's not like there's a bestiary to look them up in.

I'm a huge Lovecraft fan and played a lot of Call of Cthulhu tabletop RPG, monster design in this game is in line with usuall depiction of most of the mythos monsters :D
Roderick720 Nov 14, 2024 @ 6:02pm 
Originally posted by Br4ys:
Is this the one that has thorns aura stacking and explodes on death? Or a different one?
Exploding one.
Roderick720 Nov 14, 2024 @ 10:04pm 
Act 3 monsters after Cthulhu are just absurd and really need to be tuned down. I try to completely avoid fights in Act 3 now. I just ran into my first Cloud Beast. I thought the Mi-Gos were bs to deal with, but Cloud Beast puts them to shame.
HaikenEdge Nov 14, 2024 @ 11:22pm 
Look, I'm glad you're familiar with the monsters' names due to your familiarity with the mythos, but maybe post screenshots of the monsters you're talking about for those of us who don't know?
Br4ys Nov 15, 2024 @ 12:13am 
Originally posted by Roderick720:
Act 3 monsters after Cthulhu are just absurd and really need to be tuned down. I try to completely avoid fights in Act 3 now. I just ran into my first Cloud Beast. I thought the Mi-Gos were bs to deal with, but Cloud Beast puts them to shame.

So in Act 2 you prefer to fight monster, cause they are easier than human enemies.
Human groups hit hard and can easily kill you and debuff you, while monsters are more like big punching bags.
In 3rd act it is the other way around.
Also - suprisignly - in my experiance elite enemies are usually the easiest fights. Just watch out for sanity.

Also - since you can trim your deck now - the game got significantly easier. Just give it few more tries, get some nice trinkets, build an engine... it's a roguelike after all, some learning curve is to be expected :)

Also - dexterity and defence cards are OP!
Queeg Zero Nov 15, 2024 @ 12:35am 
To the dev, this is an end point for all bleed and poison builds. So from now on I will not run any of those builds which will limit the time I play this game. Think about reversing the immune, so create a monster that cannot be harmed by damage and can only be killed by bleeds and poisons. Not a great idea, try to avoid situations like this after all this game is a strategy not a one-armed bandit.
Br4ys Nov 15, 2024 @ 3:28am 
Originally posted by Queeg Zero:
To the dev, this is an end point for all bleed and poison builds. So from now on I will not run any of those builds which will limit the time I play this game. Think about reversing the immune, so create a monster that cannot be harmed by damage and can only be killed by bleeds and poisons. Not a great idea, try to avoid situations like this after all this game is a strategy not a one-armed bandit.

But this is to prevent one dimentional builds. That's good design, not bad design imho. You cannot run pure bleed or pure toxic and expect to win everything - you need to either avoid encounters that might screw you over or expand your deck to face those specific enemies.

Why is that a bad thing?
HaikenEdge Nov 15, 2024 @ 6:02am 
Originally posted by Br4ys:
Originally posted by Queeg Zero:
To the dev, this is an end point for all bleed and poison builds. So from now on I will not run any of those builds which will limit the time I play this game. Think about reversing the immune, so create a monster that cannot be harmed by damage and can only be killed by bleeds and poisons. Not a great idea, try to avoid situations like this after all this game is a strategy not a one-armed bandit.

But this is to prevent one dimentional builds. That's good design, not bad design imho. You cannot run pure bleed or pure toxic and expect to win everything - you need to either avoid encounters that might screw you over or expand your deck to face those specific enemies.

Why is that a bad thing?
Because if you're going to make it an option and present it to the player as an option, it should be viable enough to play and not be like, "teehee, it's a trap and you fell for it, gotcha!"

That's some ivory tower bullcrap that will put players off.
PlayfulMindGaming Nov 15, 2024 @ 10:16am 
Originally posted by HaikenEdge:
How do you guys even know the names of enemies? I roll over them with the mouse and no name ever comes up for any of them, and it's not like there's a bestiary to look them up in.

Don't the name of the mobs show up for you BELOW their character models in combat when you hover over them? I just tried, went into a fight, hovered over the mobs and had "Deep ones" below the models in fight.
It can be confusing, because when I fought Shub-Niggurath the first time, I hovered the mouse over the boss and above it, it said "beastmaster", which is, I guess, the "class" (summoning adds). The name was written below it, didn't notice that at first.
Haven't fought Mi-Go yet, so maybe for them, the name doesn't show?
Roderick720 Nov 15, 2024 @ 10:18am 
Originally posted by HaikenEdge:
Look, I'm glad you're familiar with the monsters' names due to your familiarity with the mythos, but maybe post screenshots of the monsters you're talking about for those of us who don't know?
If you mouse over an enemy with the cursor, you should see their name underneath of them. I like the Cthulhu Mythos, but I'm not so knowledgeable that I can recognize enemies on sight lol.
Br4ys Nov 15, 2024 @ 10:59am 
Originally posted by HaikenEdge:
Originally posted by Br4ys:

But this is to prevent one dimentional builds. That's good design, not bad design imho. You cannot run pure bleed or pure toxic and expect to win everything - you need to either avoid encounters that might screw you over or expand your deck to face those specific enemies.

Why is that a bad thing?
Because if you're going to make it an option and present it to the player as an option, it should be viable enough to play and not be like, "teehee, it's a trap and you fell for it, gotcha!"

That's some ivory tower bullcrap that will put players off.

Strategy can be viable while not being unbeatable. You can do the bleed build or poison build but you need to avoid some encounters or just put more armor in your deck and power through. It is part of the game and the choice is yours. Is it a first roguelike or deckbuilder game you ever played? Cause reading some of your posts here you seem to be very confused by basic mechanics or game design decisions.
HaikenEdge Nov 15, 2024 @ 12:03pm 
Originally posted by Br4ys:
Originally posted by HaikenEdge:
Because if you're going to make it an option and present it to the player as an option, it should be viable enough to play and not be like, "teehee, it's a trap and you fell for it, gotcha!"

That's some ivory tower bullcrap that will put players off.

Strategy can be viable while not being unbeatable. You can do the bleed build or poison build but you need to avoid some encounters or just put more armor in your deck and power through. It is part of the game and the choice is yours. Is it a first roguelike or deckbuilder game you ever played? Cause reading some of your posts here you seem to be very confused by basic mechanics or game design decisions.
I've played plenty of roguelike deckbuilders. They're my third favorite genre. And I did my university degree in game design; I'm not confused by basic mechanics or game design decisions, I'm critical of them because game design is something I'm incredibly passionate about.
Br4ys Nov 15, 2024 @ 12:17pm 
Originally posted by HaikenEdge:
Originally posted by Br4ys:

Strategy can be viable while not being unbeatable. You can do the bleed build or poison build but you need to avoid some encounters or just put more armor in your deck and power through. It is part of the game and the choice is yours. Is it a first roguelike or deckbuilder game you ever played? Cause reading some of your posts here you seem to be very confused by basic mechanics or game design decisions.
I've played plenty of roguelike deckbuilders. They're my third favorite genre. And I did my university degree in game design; I'm not confused by basic mechanics or game design decisions, I'm critical of them because game design is something I'm incredibly passionate about.

I agree with you that there are many trap strategies in thus game (minion detective anyone?) but bleed or poison builds are not one of them. Though I imagine pure posion build is not something I'd go for, having it mixed with some minions tanking is a viable strategy.

Fact that there are posion or bleed resistant minions does not invalidate usign this status effect. Just limits it's potency.

Being critical and passionate is great but here I just don't get why you see this particular thing as bad game design.
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