Monster Train 2

Monster Train 2

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Endless mode No sense
I'll start by choosing a pack of misfortunes after every fight. The debuffs are terrible, while the "reward" is either useless or annoying. I found the following debuffs: all units cost one more, each spell in hand after playing a spell is one more expensive until the end of the fight, remove merged equipment. While the reward is mostly either removing a card or choosing from a pack of cards.
These boots are so strong that they completely destroy the game and make the second fight on the end almost invincible. Additionally, I would like to point out that the increasing power of monsters is probably some kind of joke, a regular monster has 600 hp and before that there are 2 healers who heal 200 hp each. What a joke.
Please improve this functionality.
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Showing 1-15 of 34 comments
n13e86 Jun 3 @ 2:32pm 
Endless mode is a cruel joke, and even with the most resilient build you will only make it past round 3 (required for achievement).
The second fight is ridiculous. The first fight is a snooze fest and the second one just ends in 3 turns.
Endless mode in this game is not intended to be "extend the game to be 3x as long while you watch your build reach its peak potential." It's intended to be "Wow you think your build is strong? Let's see how strong it is when we run it through this gauntlet."

It scales up way faster than you can scale up on purpose. You are not meant to be able to last more than a couple fights without a truly busted build, and even then not indefinitely.

It does seem like some of the penalties are a bit too stark, potentially wrecking your build in one step when the challenge should come from scaling up enemies. But you also sometimes get penalties that don't matter much, like friendly fire when your whole team is tanky or having to remove an equipment you didn't really care about.
Originally posted by brickey.8:
Endless mode in this game is not intended to be "extend the game to be 3x as long while you watch your build reach its peak potential." It's intended to be "Wow you think your build is strong? Let's see how strong it is when we run it through this gauntlet."
"this gauntlet" is stupid though.

Players: "Endless mode will be so fun!"

Devs: "Like hell it will."

It's like they went out of their way to make it the least amount of fun as possible. There's absolutely nothing fun about Endless mode. It's not "endless", it's "end this".
n13e86 Jun 3 @ 5:43pm 
Originally posted by brickey.8:
It does seem like some of the penalties are a bit too stark, potentially wrecking your build in one step when the challenge should come from scaling up enemies. But you also sometimes get penalties that don't matter much, like friendly fire when your whole team is tanky or having to remove an equipment you didn't really care about.
The problem is, most decks that reach the end are fine-tuned and very much not going to survive these random alterations.
I am, however, dying to see how Friendly Fire interacts with Funguy troop...
Originally posted by brickey.8:
Endless mode in this game is not intended to be "extend the game to be 3x as long while you watch your build reach its peak potential."
If this is true then the devs have no idea what an endless mode even is.
just finished the 11th round of endless, it's doable, keep trying :gearthumbsup:
Originally posted by n13e86:
The problem is, most decks that reach the end are fine-tuned and very much not going to survive these random alterations.
I am, however, dying to see how Friendly Fire interacts with Funguy troop...

only the first summon counts towards this cursed artifact, following spawns don't trigger it
Last edited by YinYangYolo; Jun 4 @ 5:16am
n13e86 Jun 4 @ 6:37am 
Originally posted by YinYangYolo:
just finished the 11th round of endless, it's doable, keep trying :gearthumbsup:
I don't think "doable" is a synonym of "fun".
Originally posted by YinYangYolo:
only the first summon counts towards this cursed artifact, following spawns don't trigger it
Makes sense, that's how it works with some other effects.
Originally posted by n13e86:
I don't think "doable" is a synonym of "fun".
i enjoyed it, surely that makes it subjective, yes - but i like a challenge and having to navigate the increasing difficulties that stack against one.

in my opinion the endless mode is highly optional and i don't know another game in this genre that has done it before, so it's a nice-to-have. me personally, i don't actually want to play the same deck forever, i just wanna see how much further i could've gone with it and start another run. in fact, i'm always a bit relieved that i can "finally rest" :MH_Death::gameover:

but hey, maybe it already is / or will be possible to customize a run to avoid the handicap in endless mode and enjoy the "epilogue" just the way you like it :rockon:
Last edited by YinYangYolo; Jun 4 @ 7:05am
Balatro also has endless mode. Though it is perhaps more doable in that one, the threshold numbers scale astronomically crazily (from 50k for Ante 8 to 8.6e20 [that is, 8.6 x 10^20] for Ante 16) that it is perhaps possible only with a few specific builds.

IMO, endless mode is not supposed to be balanced, and it needs not be balanced. Also, Steam achievements are fun only if you have fun doing it. If an achievement is clearly intended to be completed only by 1% of players, just accept that you fall into the rest 99% and enjoy the rest of the game, can't you?
Originally posted by YinYangYolo:
just finished the 11th round of endless, it's doable, keep trying :gearthumbsup:
And yet you don't even have all the clans at level 10? Sure guy.
Personally I am fine with usually getting destroyed after 2-3 rounds; however: the debuffs are more brutal than the enemies themselves.

Prefer it to many games though where you can/have to grind 50 extra levels and maybe even keep outscaling the enemies.
Not much fun (but my ego forbids me to just concede ;)
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