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Rapportera problem med översättningen
A random mission AFTER the in-taking of the dark hold energy, left me out for 3 days.
I played XCOM old+new and no.
I dont like it hard so i always play on normal and i never needed a reload mission.
3* is the Rule.
Avoiding spoilers, Its a story point that gave you the injury not the mission.
The missions are graded hard if the mobs are scaled to slightly above your team's level, normal if they are at level, and easy if they are below that level. The main difficulty settings then modify that further by altering the damage they can do etc.
I don't see how you can call that terrible.
It literally is a "git gud" issue though. You need to learn how to use all the tools the game gives you to take out the enemy ASAP. Prioritise targets, use environmental attacks, treat each hand dealt as a new tactical puzzle and don't be afraid to use redraws, watch positioning so you don't get knocked into explosives etc.
It's really not that hard on Normal or even the first few Heroic levels, especially once you unlock training and research buffs. Biggest issue I had early on was adjusting to not farming enemies but going for objectives over most everything.
Then you do clearly something wrong. I started playing heroic after i get it recommended very early in the game. And still the game was not too hard. You might do a lot of things wrong in combat or you dont use the fully potenzial of the gameplay mechanic's. In both of my playthrough's there was never any problem and most of my hero's were not injured after combat.
And lately in act 2 you are overpowered anyways because then you have the good cards, good item's and might some of the hero's on maximum friendship level.
And if u want to make the game easier. USE IRON MAN. He is the most OP character in the game and he is able to win all combat's almost alone. Hunter, Spiderman and Nico are not as strong as Iron Man but still better than all other hero's. And i can suggest to make your Hunter to the dark side because dealing damage is more important than healing. If there is no enemy, there is nobody who can damage you. So choose the dark side. There are too many other options to gain health, blocking and resistance.
Last but not least, use Captain America if u think you struggle in defence. He is the only tank in the game and almost not destroyable because with his cards you can gain eternal blocking and he keeps his attention to himself to secure your other team members.
The allmost best team is Iron Man, Hunter and Spiderman (or Nico).
Card plays are your most important resource. Never waste them unless you have literally no good options. Every card play should be downing enemies, doing big damage, applying critical buffs/debuffs, or setting up something important. If you don’t have a hand that can so that, redraw until you do. If it's frequently a problem even with redraw, take a look under the hood and touch up your decks.
Make a distinction between minions and big enemied. Taking down the tougher enemies with chip damage isn't a good strategy. Small hits for small enemies give you the Heroism for big hits against big enemies. With the right heroism you should be able to take down even shielded enemies in 1-3 card plays.
Strengthen and vulnerable are very helpful. No enemy can take 50% more damage without blinking. In general, pay attention to buffs and debuffs as they become available through coils. Mark makes it possible to end fights in 1 to 2 rounds. Conceal can completely eliminate an enemy's turn. Resist is amazing against everything but bosses.
Get to know the heroes. Captain Marvel's damage can be pretty meh when she's not in binary, for example. Blade really wants to be inflicting bleed. Strange's unenhanced damage usually isn't worth a card play.
Sometimes you get unlucky and all the baddies will target one hero. Taunting and shielding are your answers to that. Early game you don't have a ton of access to those, so you can get wrecked. It is what it is. Don't fret too much over injuries. Like deaths in X-Com, you can't control every aspect of an encounter. Some things are out of your hands.
Most starting decks range from subpar to kinda bad. Expanding your deck options will go a long way toward making difficult situations easy.
You're good enough to beat this game. Believe in yourself and be adaptable. If a strategy isn't working switch it up. Be persistent.
Exactly. You can use death as tactical option. Mostly two characters are enough to win a combat.
Yes that is my experience after wiping on general missions and then just ignoring them and go on story missions.
I appreciate the input.
But not "Git Gud" :-D
After going on with story mission and LATER taking on general missions I can definitely say general missions difficulty are totally unbalanced.
Especially when offered at early stage where you have no real deck other than a few upgrades.
In my opinion you should only offer general missions even way after Spiderman and after 1 or 2 more heroes to the roster.
Before they break your neck so far as I experienced.
While story missions are easy on NORMAL.
I had no problem whatsoever with Venom mission one and the Spidermann "rescue" mission later.
Even with only an early deck build upgrade.
Also I am still no fan of level scaling.
Especially the insta level scaling to current level of your group.
Takes away any progression and getting "mightier" feeling.
Some game have a "staggered" level scaling where when you reach a certain level the enemies are scaled then.
Would appreciate this kind of scaling as upgrading becomes the feel of pointlessness when you upgrade and then after that the DPS and HP of enemies are not only doubled but TRIPLED.
Then you begin to ask youreself:
Why upgrade at all if my enemy gets a 30& health boost and triples his regular
damage output while I got like 2 POINTS of damage more per card after an upgrade.
Not motivating at all.