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M10 definitely is much, much harder. Haruo on hyper is a struggle, but it's it's still a fun fight and you can make some real progress with luck and smart play.
M10 on hyper is like smashing your head against a brick wall for 60+ turns, since you can only deal 1 damage to him unless you break his 5 stacks of protect (which come back in 5 turns btw) also you take any damage you deal to him.
Also he can heal, roll 7s, nerf your stats while buffing his own, and straight up Solid Witch so he takes 0 damage (so frustrating when he uses Solid Witch into the next stack of protect)
There are ways to deal more than 1 damage when robo has protect on
https://steamcommunity.com/sharedfiles/filedetails/?id=1747567588
Oh, and if it uses Engage afterwards:
https://steamcommunity.com/sharedfiles/filedetails/?id=1747568264
RIP Suguri.
So, I think it would be better if all of those effects lasted only 1 turn instead, and if the boss couldn't stack buffs like that.
Hm. Please try that and let us know how it goes on Hyper.
I have. Mil Sora too, but she gets screwed by Currents and Robo Laser.
What I mean by this is that, if M10 uses Solid Witch on one turn and then, say, Engage on the next, M10 will still be invincible during that battle even though a full turn has passed by that point. Miusaki can't use Solid Witch and then Gentleman's Battle or Ambush next turn while still being invincible, so why can M10?
I feel that if the boss also getting a buff in the same stat is to stay, both the buffs and debuffs should only last a single turn rather than two.
Haruo has a couple of really nasty cards of her own, like Hen Peck or Beak of the Godbird, but almost all of them can be avoided by simply not being withhin range. M10's abilities, however, are not only far more devastating to begin with, they almost all just flat-out affect the entire board. There's no counter-play to them. If M10 picks an unfortunate set of cards, literally the only thing you can do about it is to have a Sweet Breaker or Manager in your team who has their hyper ready at all times - and even that doesn't work if they have the audacity to get KO'd or M10 EMPs you beforehand (unless you draw enough hypers to also block all EMPs).
So yeah. As far as I'm concerned, M10 needs some serious toning down. He's beatable, yeah - sometimes. If he picks unfortunate combinations of abilities there's currently very little you can do about it.
Really friggin insane run, we got a very calm early game and lots of more fair card plays from M10 in the late game. Can't believe it, honestly.
Thoughts: Personally I think the Hyper map makes this boss play best because it's small enough and laid out in a way that allows for a lot more strategy and counterplay of M10's abilities on the player's end but, outside of the Hyper map, countering and playing around a lot of M10's abilities is just too much luck. Card effects last too long(stat debuffs and EMP especially) is my party's biggest complaint, it feels like M10 does so much at once it feels impossible to keep up with what's going on, let alone keeping track of it all and trying to play around it. Just not enough room to fight back against him. I really would say though that, on the Hyper map specifically, if you reduce most/all of the card effects to last 1 chapter instead of 2 then this boss would be near perfect.
Some stuff for Hyper I want to share:
it's like, really hard