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I just wish there were more ways to play consciously, because when I see a guy in real life I kinda can get the idea of how strong he is. At least approximately.
I guess I need to create the thread of stupid questions instead of doing them here.
Or I need to go wiki instead.
The problem is to determine how strong the opponent outside of armor is.
This is a joined problem with rng.
For example if my characters misses 30 hits vs single opponent that mowing them down I have no idea wether he is just lucky or wether he is strong.
Same with damage. Auxiliaries seems to have just a basic knives, but after they one turn decapitated my entire four level squad I considered them strongest opponents in the game, even though people here says they are one of the weakest.
If the game was revolving around armor it would be great but it revolves around hit miss.
Auxiliaries have crappy weapons, but even crappy weapons do damages to a weak party. That's why positioning is crucial in all encounters. The more your bros are surrounded, the better the chances they'll get hit. It works the same way for you, and that's how you can defeat very dodgy foes more easily.
Pretty much everything can be deducted from the perk tree and merchants: you can know what perks do and you can know what damages can weapons do. You can also guess foes' stats from the log, your hit chances in a 1vs1 situation... The only issue is one's ability to decipher what he reads and understand the implications of what's written. This takes time and experience.
I think I also can get a lot from wiki but afraid I also spoil myself on some I do I don't want to know.
Knowing what MY perks do doesn't tell me wether my opponents have those perks. Like what if one of the enemies has maiming perk and other fast adaptation.
I don't even know wether my opponents even HAVE perks like me.
It honestly wouldn't hurt to have this info in game. At least after they use this perk.
Some are hidden but quite intuitive like for frienzed wolves, orc berzeker, sergeant... Fighting all enemies will allow you to deduct their perks.
I doubt it changed as I didn't see any patch, but someone might have a better insight on it.
There would be no point in term of challenge if everything is displayed. Part of the deal is to guess and learn. Like for roguelikes. In most roguelikes there's even less intel than in this game.
You also don't randomly lose resourses that you were cultivating for two days.
Iean the game is what it is and I don't demand changes, I just objectively critique it's questionable elements.
Maybe after playing more and reading wiki I will decide that I was wrong and that was a good decision from devs. But I kinda doubtful about it.
Losing is part of the fun, and learning experience. If you don't trust you memory, a pen and a paper are your best friends, like during early ages of gaming.
Slay the spire would be more a roguelite than a roguelike but there's no point entering the semantic of the genre. I advise a games like Tales of Maj'Eyal, Binding of Isaac, FTL, ADOM or Tangledeep for more classical roguelikes.
Tales of majeal adom and tangledeep is something I will look into.
For what is worth, the game is so deep, and some mechanics are so obscure, that no question is stupid. It's also easier to address a list of specific problems.
Mind you, if you haven't seen it, JCSato's guide is fantastic to improve in the game without any hand-holding: https://steamcommunity.com/sharedfiles/filedetails/?id=2549815780
Also, Santo is right, I'm not able to read all mechanics myself. I know enough to play enjoyable Veteran/Veteran Ironman runs. So, struggling at first is expected for any normal brain. See the fighting field as a board wargame, you'll quickly learn how to check the impact of positioning on your odds to win or lose. Then, you'll need to learn the hard way or save and reload the first time you fight schrats, unholds, hexen, alps, lindwurms, noble armies, mercenary bands... There's plenty to frustrate you, saving and reloading is a good way to preserve your nerves as there's no harm for the run if you lose.