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I'll also agree with the killing vs. driving insane. Being a Lovecraft Mythos fan my first instinct was to prefer driving insane, but obviously with only 1/2 the reward there's no real reason to do so.
2. They aren't that high. The further it is from the heart the more it may cost, but there are rooms that offset the costs like the mechanical room that reduces costs of adjacent rooms by 10. The main reason this was put into the game was to stop the single room cheese abuse. People made a maze with just random one rooms which made the game too easy and unbalanced.
3. You can farm 60+ points if you drive insane that is 20, then you kill that person it is 40 = 60. One strategy if multiple people, seperate them, try to insane them before killing them. The only times I found myself abandoning that stategy was if the last person was close to the heart or about to escape and I had no counter play for that, forcing me to kill them. You can also wound them to finish off later while you take care of insane enemies.
4. ? Remove Room costs 0. Move room costs 10. How are you paying double?
I mean consuming them by reducing themn to 0? Becasue then this didnt happen to me.
If this is some different mechanic then its not clear it existed
Edit: Understood the emchanic now. Absolutly dislike that. I always felt cool to have multiple options to get rid of intrduders. Now you are telling me I have to make people insane and then kill them is the only effective way tro play? Dont like it.
Those cards have nothing todo with the issue present. If the hunter drops in next to your heart because it can you lock your heart yes (or move them away) but that doesnt mean he hasnt skiped 80% of your mace allready
I cant post screenshot but there is defently days where you cant do anything unless using the system described below which I feel is kinda minmaxing cheese.
I understand this now and have to say I feel this is some terrible design. Having to kill them in both ways instead of having multiple options takes away from the game
I wasnt sure if remove room was also 10 when i wrote the feedback. Thanks for clearing this up. Still prefer the move to be 0 and both not just not be limited cards and actions in general.
Use defense cards. Shifting Hallways is OP. I had three in a deck on one playthrough. Shifting hallways also works to the above quote with managing a lone survivor and picking everyone off once they are insane.
I would avoid the 2 cost and move all units card though, it sometimes work, sometimes doesn't when near a heart. The Devs said something about changing that so they don't enter the heartroom(I think.) There is also the banish lock one, but it is only a one use also there is another 1 cost card that will stop a unit from doing anything in a room, forgot its name but I have used that as well. But out of all of those, Shifting Hallways is the strongest defense card IMHO, till we see what other ones there are in full release.
But yea, it depends what you get in playthrough for card choices, sometimes you don't get best cards. One playthrough I didn't see a single 2 cost perma tension rise of all humans card(forgot its name.) And that is one I tend to use mainly due to it being just broke, especially if you use Echo and then use that card. Can insane humans/masons fast.
I still think you forget about the fact that even if you succesfully prevent them in this turn and move them back then they still have skiped 80% of your rooms. You end up in a situation where you need to remove them every turn and focus on killing them becasue they just cheat the system.