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I have over 400 hours in this game between my switch and PC and I've always found looping feels very fair, though I would prefer the method of looping that was in the kickstarter demo where all the enemies got a new attack every time you loop.
I almost always take a cursed relic when Nox shows up because they're actually quite rewarding and genuinely good though risky their positives tend to outweigh the negative, they're just build specific, though it may be good to have a cursed relic removal service of sorts at Nox maybe? 200 or 300 gold to get rid of a cursed relic? that way once you've looped abunch you can change your build without being screwed over by a cursed relic that no longer works with your build.
Imo Wind Basics aren't great but wind arcana are some of the best due to high damage, multiple hits, low cooldowns/cast times, and good AOE, although yeah the slowing effect isn't very good.
I haven't rly had an issue about HAVING to have horse head/flashyboots but I guess I can understand wanting to be faster. (I think part of that is due to the pits in corridors slowing you down)
Also while not having I frames does feel pretty terrible sometimes I feel like it's kind of integral to how the devs decided to build enemy attacks and would be very hard to implement without making the game easy so idk where i stand on that one.
However I do agree that Shuu feels terrible compared to the other council members, his slowing makes some of his attacks near undodgeable and his signature does way too much damage for how hard it is to avoid compared to other signatures, I think his aoe is too big for the way his attacks stun and how big they are.
Also I completely despise pits in corridors they are not fun at all and just slow down the pace of the game maybe sometimes hurting you because you weren't paying much attention to walking around an enemy clear map, I think these should be covered after a map is cleared of enemies, or just plain removed.
(Edit: fixed a typo)
I've just came back from utilising the godmode noclip that is 100% evasion and I can safely pull my "advice" back in. Unless as you stated, the model of endless will not be switched into more variety than more speed, I don't think there's much to discuss :P
I've just had Shuu launch 3 attacks at me simultaneously at x8 and he wasn't even done with the combo.
Same thing, Asura wasn't even dashing around the place, he was just standing point blank next to me, firing away. Two jumps -> cracked knuckles -> back to it in a span of less than half a second.
I was hoping to find a surrogate for Magicka with more options, but now I see it's an entirely different thing.
Not gonna lie, I'm dissapointed ^ ^' But it was fun.
Cursed relics' problem is in their warping of utility. The gameplay is designed in a certain way, so that if some standard, but important aspect get hyperbolised or taken away, it just becomes messy and clunky, I feel. Just an opinion tho, they are quite interesting when they click, but I rarely made it to the end of x2 with more than just a standard slight nubers shuffle or such.
The monetary option to relieve oneself of an unwanted relic would be indeed nice, or just more precise descriptions with numbers besides words, so one doesn't have to look it up on wikia when considering picking a curse up :P
I'm taking those two mov. speed enhancements exactly only because of pits. It's just boring having to reroute 4 rooms and some corridors, all riddled with stop signs. This alone killed my enjoyment, because it's not 80% blasting and 20% walking, it's 40% blasting and 60% walking in a game about blasting.
"so anyway..."
I'll have to uphold my opinion on wind arcana, though. Evasion run kinda forced me to play around Neve's Quartz and all of the game wind spells - it's either too small, too unsafe, too underwelming in damage or on too long cooldown to be fun. Especially with really bleak sound design - I'm dealing damage with wind! It should sound like a slicing knife, not like a stuffed vacuum cleaner!
Although it has some utilities than other schools don't. Not all of them are fully viable though.
And the part about hitboxes and i-frames was meant for the movement combo-kick-punch arcanas. You dash into the enemy horde and there always has to be this little dumbledant that either wasn't caught in it or just has enough time to walk up from the side and slice you open.
It's saddening as these are aweome ideas that don't pan out when introduced into the gameplay.
With that, I hope yall good fun, that's it for me. In the meantime - blast some evil from the face of the earth for me, will ya?!
Spiraling Typhoon is one of the most fun IMO, though it often requires a little setup to effectively use against a lot of enemies. Still, nothing beats the feeling of being swarmed by a dozen enemies, and telling them to go chill in a tiny pit all at once. The range is often a little shorter than I'd like, but I think that's a skill issue. Most melee arcana are shorter range than I'd like.
Heroic Leap is also pretty stylish, though it's often left me vulnerable since it locks you in place for a second, often long enough for an enemy to aim its attack right at the spot you'll land when the invincibility frames end. I just wish it would allow you to pick up council members. There's something criminal about the fact I cant pick up Asura tell him that I am the new master, and then slam him into the ground.
Storm Draft is an EXTREMELY useful signature arcana, particularly if you're the kind of player who gets overwhelmed with projectiles. It's good for training your aim, since it's narrower than most signatures, but gives you two charges to practice. Even unenhanced, the control aspect is really good, and can let you quickly clear through difficult rooms if there's a pit, as well as stunlock enemies against walls with relative ease. I find the Charged Signature a little uninspired, but it gets the job done.
Cyclone boomerang is kinda boring IMO, but at 3 a second cooldown, you're almost always going to have a decent run with it.
Shearing Chain is probably the best melee combo standard arcana attack of any element.
Also, you need to try giving Scales of Babylong a good college try. It's probably the best arcana in the game if you use it right. HUGE CDR, Movespeed, and knockback all in one arcana, is extremely powerful.
Also, wind has the best Agent Arcana, but I don't really like agents.
I agree with you on Cursed Relics being mostly a mistake. There are a few that are worth picking up in some situations, and many are just to offer a drastic change in gameplay which is only appealing if your bored of the vanilla method of playing, and by that time, you're probably already playing something else.
Still, I enjoy there being ways to cheat the system. Picking up the spiked med kit or horned halo at low health is basically free HP, and getting a Tiny Crocodile Heart early on will pay for itself in 2 or 3 floors. My favorite is probably Crimson Clover, since I love going Crit, and you never know when Puffy Parka will show up in the Relic shop, turning the downside of Crimson Clover into a positive. Alchemist Stone screwed me over pretty hard when I was still unlocking stuff with Chaos Gems, but now there's nothing to spend Gems on, so I always pick it up.
Silver Spinning top... THIS is one of the most fun Cursed Relics that always tempts me. The slow is frankly crippling, but if you have the right build and are quick with the dash button, it doesn't freaking matter! Tell me you haven't at some point done a build with Silver Spinning Top and Ice Daggers with some kind of a Shield Arcana, like Cardice Prime or Snowflake Chakras. Throw in some crit chance and you're an infinite train of spiky, icy death.
Or suppose you got Magnetic Followup and Bolt Rail. You're basically a stationary Minigun! You can simulate the effect with Fueled Berserk, but then you have to do other things while you wait for it to recharge.
With regards to the pits in corridors, yeah, it is an arbitrary way to slow you down in an already cleared part of the map. There should be a way to make tiny bridges appear after the rooms are cleared, or just push a button at the end to close the pits entirely. Maybe an Earth Arcana could do that, make bridges...
"And the part about hitboxes and i-frames was meant for the movement combo-kick-punch arcanas. You dash into the enemy horde and there always has to be this little dumbledant that either wasn't caught in it or just has enough time to walk up from the side and slice you open."
Ah I see what you mean, yeah I get that. I think there might be a balance issue if the arcana that move you gave you I frames? but yeah it would be a lot more fun
I think we have some great points here gamers! (hope the devs maybe see and take note 3:)
As someone who has sank over 200 hours of play into this title, I assure you that this game does everything in its power to support play styles.
Hard mode is meant to be just that-- hard.
I've done endless run mode several times (gotten as far as 17-3 currently) and I can say without a doubt that melee is never useless.
It's all about how you build your character using relics.
Just adding something as simple as the Fiery Paintbrush relic easily makes melee worth it.
That also assumes you have a true melee arcana. Many of the basic arcana have mid or long range applications as well. Naturally, the ones that bring you closer to the enemy deal more damage outright.
I've played hard mode all of 5 times. 2 of those times I died in the first stage from getting gangbeat by nub level monsters.
If you don't want the hard version of the game or its too difficult for you, the simplest answer is usually best . Work up to the skill it requires to defeat the mode, or don't play on hard mode?
I suggest doing endless mode as an alternative. It will allow you to build the experience you need to even be able to take on the hard mode of the game.
Really you just have to find arcana you like.
I prefer to play with chaos Arcana.
OR Water arcana are really good for racking up some insane carnage.
Thanks for the tips, but I've beaten hard mode multiple times. What I haven't done is beaten it with a melee build, (or any melee spells for that matter) because melee spells are terrible. I'm not talking about melee basics, but actual spells. They are generally unusable for the exact reason that you discovered in your couple hard mode runs - there are too many mobs on the screen, and they often teleport behind you or stuff your spells with extremely fast, multi-hitting attacks. You lose the spell when this happens, and it goes on cooldown - this happens for all spells, but because melee put you right next to the mobs, you are constantly hit out of your attack. Melee spells need to afford some level of protection so you are getting SOME value in exchange for putting yourself in harms way. It could be super armor or a few i-frames on the cast animation, but as it is right now they do not provide any advantage for the amount of drawbacks they hit you with.
Most of Shuus attacks are easy to dodge, but if you dont know what his abilities do you will have trouble. try to do a few practice runs where your goal is not to beat every boss, but is to learn what you can about the mobs. sometimes when you get a fat room of mobs or a Boss room, just see how long you can last in the room with just dodging.
The game can be hard at first, but once you start to figure out some of the basics of the mobs it becomes easier.
Play with Arcana and try to find some that feel natural to you, there are a lot of them so you will probably find many of them.