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Докладване на проблем с превода
You can shoot the skulls with a crossbow. One is enough.
Then with 40 enemies on screen and no way to end the battle beyond killing everything I realised that it was an endurance test not of my characters, but of me. In the end I lost with 12 enemies remaining, all were conventional undead, most of which were my own mercenaries risen from the dead. Wow this guy is not at all fun and I dread even going for him again because I know it will take ages to complete even a single round.
I really thought these bosses were supposed to be some kind of skill check for the player, and that they are supposed to be fun. This might be the most tedious battle I have ever fought in BB. It really makes me wonder if they playtested this and said "Wow, this is really fun, I can see our players really enjoying this and walking away from it; win or loss; with a smile on their face."
I feel tired. My hand hurts. I'm bored.
Pots have Ancient Dead resist but only 25hp. Can be one shot by Throwing Axes. There's only 2 or 3 zombies, and they are more like lightly armored Fallen Heroes than Wiedergangers. Skulls do not resist ranged and have only 25hp.
Ammo will be a problem. Bring a melee weapon too.
https://steamcommunity.com/sharedfiles/filedetails/?id=2206326134
I really, really wish the Loremaster was more of a lynchpin, and killing him ended the whole fight. It felt really unfun on my first fight when it took me two revives from him to realise I had to destroy all the phylacteries. Or rather, I figured it after the first revive, and then I missed one phylactery when I killed him again. But after all that, when he does finally die, to have every other single enemy still alive? It just felt cheap.
Hell, I'd settle for leaving all the revived undead, but get rid of the apparitions and skulls. It goes from an interesting puzzle fight to an unfun slog. Like, y'know, every other single ♥♥♥♥♥♥ legendary location.
Thanks for detailed answer.
Thrown axes seem useful against Pots, but won't last such ridiculously long fight. But Bow/Throw QH with right kind of named bow (base dmg + armor dmg) could still be used for armor stripping and skull sniping. With every melee bro carrying a spare quiver ammo shouldn't be a problem.
Polearm/Throw QH would work too.
- When the Lorekeeper can not find a phylactery to respawn at: He dies and all undead on the map as well. Clean-up is unfun and kind of counter-intuitive to a boss-fight. Especially when you can never clean up before he is dead. Then you can actually make tactical decisions on what to focus, rather than snail-pacing yourself over to him and taking a break to beat up any apparitions that he spawns.
- When the Lorekeeper is killed and there is a phylactery on the map, he is restored to full health and armour durability, and teleports to a place within 4 tiles of his current position, of his choosing. That makes it so if you don't take down all the urns ahead of time you aren't at the mercy of the rng. Rather you just need to do some risky re-positioning. Speeds up the fight without making it significantly easier.
- Apparitions should have a strict limit on how many dead they can raise. Raise dead is a powerful spell that instantly locks several characters into combat; being able to just spit these out whenever they want grinds the progress to a halt. It is fight a with multiple necromancers but also you can't ever snipe or focus the necromancers because they keep coming back.
- Less, more dangerous, skulls. If we assume an enemy action can take between 2 and 4 seconds, averaging somewhere just under 3: at 30 hostile entities on the map we're talking about well over a minute of simply watching the screen. As long as there is a delay when characters cycle this time should be minimised through less entities. This is a turn based game, and as such time matters not to game balance but to the player; this means pacing the game is important for the enjoyment and convenience of the player.
- If we are to use the entire map, use it in stages. Lorekeeper and his buds start off at the front, teleport to the middle, then teleport to the far edge of the arena. When they're all just popping around in any which direction, you again, force the player to either do some serious defensive manoeuvering or to split up in all directions. This means you either have a slow game or a reckless game. Neither are preferable but one only affects the game while the other affects the real world.
And with that maybe we could shave off a good 15 minutes of the fight. Because as it stands right now I'd put it in difficulty somewhere around Goblin City, above Ijirok. But both of those are significantly faster, a lot faster. In fact well over half an hour faster.
The clones are pretty easy to deal with if you spread out(except for those bros who are on clean-up duty). The aoe on the skulls will pop clones and phylacteries. The skulls are pretty easy to deal with using polearms+beserk.
Your solo brothers aren't seemingly in any real danger from splitting up. Since the skulls seem to directly target hp, this encounter seems to favor nimble+hp builds.
I think overall it was a fair bit easier than Black Monolith. Nothing particularly excessively threatens the players for splitting up or sticking together like necrosavants+ancient priests do. Keep 4 to deal with returning honor guard and split up the rest to deal with clones, phylacteries, and skulls.
Kraken by comparison is awful. I'm disappointed to hear that I need a historian or cultist bro to make use of the item, since i'm doing gladiators and that'd mean getting rid of an existing bro.
*EDIT
Lightning appears to fire reliably and consistently at the start of their turn after the round in which they cast it. Killing the clone(or main body) first will cause the markers to disappear and the spell to not finish. It doesn't appear to hurt enemies.
Wardogs proved very, very, VERY useful. They can get most of the urns with minimal effort. I would highly recommend 5-10 dogs for anyone who does this fight. Release them behind the lines (such as with your axe thrower) and you'll save yourself a lot of trouble. However I still refer to The_Finish for their insightful words that cut to the heart of the matter:
It aint fun. It takes a day and a half to do and by the end of it I don't feel accomplished, I feel like I wasted my sunday. It's rare for me to get salty but this stuff drives me up the wall.
i think those skull do same kind of damage as firearms since the guys with serpent skin attachement seems to take way less damage. i think this is the key, buy time until you set up the field so you can smash all the pots at once with 1 guy next to him to fnish him off.
its not an impossible fight and the right set up probably let you do this around 15 turns.
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Dogs
For the skulls have Sidearm Whips or goblin pikes (5ap without mastery so switch + attack Possible without quickhands)
Throwing axes for the elevated pots
You can use the skulls to kill the summoner ghosts By standing next to them or making them explode next to Ghost. You can force this.
Also near kill the lorekeeper before starting to break the pots. He takes quite some hits