South Park The Fractured But Whole

South Park The Fractured But Whole

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NeoRizer Dec 27, 2017 @ 2:22am
That Danger Deck DLC is cancer...
Yeah, I mean thanks but no thanks... The rewards are so terrible it's not even worth the time spent to obtain any of them.

Here's looking forward to that Dusk Till Dawn parody ♥♥♥♥... Hopefully the comedy helps drive it as I'm all gameplayed out from that danger deck.

The dev's went out of their way to troll everyone who complained that the main game was too easy by making the DLC near impossible to complete without insane amounts of memorization, preparation, trial and error and summon abuse.

♥♥♥♥♥♥♥ sucked so bad. It wasn't fun at all and I truly realize how useless most of the team members abilities are. Stacking knockback is the only viable way to do any damage... really lame.
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Showing 1-15 of 15 comments
Exarch_Alpha Dec 27, 2017 @ 4:49am 
Well, at least we know the next 2 DLC will be about more quests. I´ll just wait for those two.
Fell Omerga Dec 27, 2017 @ 7:11am 
Of course you need to prepare and employ trial and error, otherwise it wouldn't be a challenge. And if that's too hard... just lower the difficulty. The in-story bosses took me on average three tries to defeat, and the Danger Deck challenges are taking ten to fifteen, which I think is fair.

I have to agree with the lack of rewards, though. For all the consumables you have to use for each challenge, it needs to pay more. And for reference, here's a Reddit post with all the rewards: https://www.reddit.com/r/FracturedButWhole/comments/7la1je/danger_deck_awards/

Not even a full costume set every three battles. Then there are artifacts, but what use is an artifact if you don't receive it until AFTER the most difficult combat in the game?
Croquedead Dec 27, 2017 @ 9:58am 
The Danger Deck is about challenges. Even then, I never lost so far and I did all of them in Standard. Ultra’s gonna be a pain tho.
NeoRizer Dec 27, 2017 @ 3:46pm 
For some reason it told me that the Danger Deck was defaulted on Mastermind difficulty or something... maybe I just didn't read it right. I have my game set on Mastermind so that's probably why it was so insane... I had no idea lowering the difficulty would effect it because I figured it wouldn't do anything.

If I knew that I wouldn't have complained so much... but yeah the rewards were garbage
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Last edited by NeoRizer; Dec 27, 2017 @ 3:47pm
I cleared it already, Ultra and all. Some of them were pretty tough. Did it entirely with Status Effect bonus until Emotional Violence, Stand your ground, and Civil War 4.0 Ultras, since they are immune to status effects in Ultra. Had to swap my build and allies with heavy hitters with Knockback focus for those rounds.

Toughest for me was initially Charm School (standard). I started off with it like most people and my god, the charm spam was insane and I wasn't prepared. Got the hang of it after some rounds of that, and a few more wins and it quickly snowballed from there until Ultra.

In Ultra, everything was still smooth (including when I had to swap out status effect for dmg and knockback) until Boneyard Bullies, Adverse Conditions, and especially Disarray Unfoiled Ultra rounds. Starting off with the whole team being shocked was...rough. And you can't really get rid of it with Antidotes because after a turn it automatically reapplies it to you (although the regen helps offset the damage). Dissaray's army of exploding minions made it even tougher, so I resorted to knocking them towards Disarray and summon spamming (started the very first round with a summon too, which really did some damage to Disarray via his minions).

All in all it was a good time for me, personally.

I only like one of the Artifacts, Amaze Ball, which causes anyone that uses a healing item to also heal themselves for 25% of the amount - this includes revives. Alongside Tumbler of Erupting Youth, which doubles healing item effectiveness (+100% amount healed), it makes for some pretty awesome synergy.

My artifact build (before I got Amaze Ball, I was using Vainglorious Scepter - everything else was the same):
http://steamcommunity.com/sharedfiles/filedetails/?id=1246880091

My team and powerset:
http://steamcommunity.com/sharedfiles/filedetails/?id=1246880156

Basically I kept everyone grossed out with Mosquito's Skeeter Swarm (also favoring his ultimate, occasionally using New Kid's instead).

Shock and bleed with New Kid (alongside burning/gross with Ult situationally, bonus field control with Root Burst, and of course Double Edge first), same with New Kid's clone (Timefart Summon, used to interrupt and heavily punish).

Shock and Freeze with Wonder-Tweek (that's about it - more shock is awesome, freeze is very useful, like in Charm School).

Call Girl is mostly for her taunt, helps take someone out of the fight (very useful). Defense Down from nearly anywhere is also always nice. Occasional ult to finish people off if Mosquito is down.

Enemies suffer about 600 (bleed and shock only, but constantly applied) - 1300+ (if all status' are applied) damage a turn to themselves, about 420 of which comes from shock damage which of course does the same damage to nearby enemies (very nice to set up with Root Burst - this is why Double-Edge is so important). Gross is also almost constantly applied, so majority of the enemy averages about 1000 per turn (130+ from bleed, about 420 from Shock, 500+ from Gross). Fire is the outlier since it's only New Kid's ult, but it only adds close to 300 damage to that count. I use it if there's only a few enemies left, or to take out a group with a boss faster (like the King Crab or King D0uchebag's group).

EDIT :::
Forgot to mention, just for laughs - Shadow Swarm Ultra was also pretty interesting, due to the modifier. Took me a few tries. The rest in that group was no big deal though, including Freeman (he is pretty nerfed for Danger Deck, somewhat surprisingly).

Also - you can lower the difficulty for it? It also told me it was set to Mastermind automatically, and that's how I did it.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Dec 30, 2017 @ 1:56pm
Jamie A. Rose Dec 30, 2017 @ 5:59am 
Shadow Swarm Ultra gets out of control way too fast. I literally had one of the Craigs with 80k health when I gave up.

https://steamcommunity.com/sharedfiles/filedetails/?id=1250207275
Last edited by Jamie A. Rose; Dec 30, 2017 @ 6:01am
Croquedead Dec 30, 2017 @ 6:26am 
Originally posted by Jamie Rose:
Shadow Swarm Ultra gets out of control way too fast. I literally had one of the Craigs with 80k health when I gave up.

https://steamcommunity.com/sharedfiles/filedetails/?id=1250207275
I did it yesterday. It was very hard. I used Root Burst, Ice Prison, Double-Edge on my New Kid with the Elementalist’s Ultimate. My team was Wonder Tweek, Mosquito and Mysterion.

The strategy is to NEVER let the Craigs get a turn. Create a doppelgänger on the first turn to skip the first Craig. Use your clone to freeze the other Craig (double-edge for Root Burst too). Wonder Tweek is to freeze even more the Craigs. Mosquito is for Gross Out so they die more quickly. Mysterion deals a lot of damage and if he dies he can freeze even more. When the Craigs are dead, it’s much easier to deal with the Ninjas.
Yeah, I stuck with my status effect build for it but I focused the Craigs as much as possible (other than initally, I pretty much avoided Root Burst and focused on shocking them). I couldn't freeze every round due to Tweek's cooldown (my New Kid doesn't use any Freeze abilities), but I had lightning on them both constantly. I cleared the arena a couple times with Mosquito's ult but getting gross on the craig's at the same time, alongside shock (and I think I might have tossed a New Kid ult in there for some fire damage - that may have been a failed attempt however), I was able to get them out before their HP got too out of hand. After that it was easy.

Initially I interrupted a Craig with Timefart Summon and froze the other one with Tweek, using the gained turns to Root everyone as far to one side as possible (I was able to do Root Burst 4 times before Craig even summoned anyone, due to Timefart Clone and Double-Edge, which helped). This applied bleed to everyone without killing clones, of which there were none. Then I just kept lightning and gross on both as much as possible after that, since bleed lasts a long time anyway, avoiding the clones until Mosquito's ult and the Craigs went down. They did gain some HP a few times but the damage from the status effects offset it pretty well. The Ninjas were easy, though they took some turns to down since I didn't focus them as much (they took some damage from AoE status stuff, like lightning and Mosquito's ult, but they were still at around half or 2/3).

EDIT :::
Kind of forgot something pretty important (forgive me, been a few days and I'm knee deep in Okami HD now) - again, Call Girl's taunt is also very useful in this fight.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Dec 30, 2017 @ 2:17pm
NeoRizer Dec 30, 2017 @ 10:51pm 
yeah the only way to beat some of these is to use the build I used to basically rape the game and it was a Speedster / Elementalist combo where you can have two turns, do the knock back move or just freeze someone with ice and your special ability is the elementalists to just freeze in a giant AOE... clone yourself and make sure none of the key enemies get a turn.

You should always run Scott Makenson and Tweek (for extra freezing) and Mysterion and just load up on Knock Back damage. If your kid is black you can get a maximum of 245% extra knock back damage, it's the only way to beat this crap.
otakon17 Aug 10, 2018 @ 6:57pm 
Originally posted by Croquedead:
Originally posted by Jamie Rose:
Shadow Swarm Ultra gets out of control way too fast. I literally had one of the Craigs with 80k health when I gave up.

https://steamcommunity.com/sharedfiles/filedetails/?id=1250207275
I did it yesterday. It was very hard. I used Root Burst, Ice Prison, Double-Edge on my New Kid with the Elementalist’s Ultimate. My team was Wonder Tweek, Mosquito and Mysterion.

The strategy is to NEVER let the Craigs get a turn. Create a doppelgänger on the first turn to skip the first Craig. Use your clone to freeze the other Craig (double-edge for Root Burst too). Wonder Tweek is to freeze even more the Craigs. Mosquito is for Gross Out so they die more quickly. Mysterion deals a lot of damage and if he dies he can freeze even more. When the Craigs are dead, it’s much easier to deal with the Ninjas.
How are you supposed to handle this without status effects though on Ultra? You can't Chill them and on Mastermind there's simply no way to do enough damage to kill one before they get a turn.
NeoRizer Aug 10, 2018 @ 11:51pm 
Originally posted by otakon17:
Originally posted by Croquedead:
I did it yesterday. It was very hard. I used Root Burst, Ice Prison, Double-Edge on my New Kid with the Elementalist’s Ultimate. My team was Wonder Tweek, Mosquito and Mysterion.

The strategy is to NEVER let the Craigs get a turn. Create a doppelgänger on the first turn to skip the first Craig. Use your clone to freeze the other Craig (double-edge for Root Burst too). Wonder Tweek is to freeze even more the Craigs. Mosquito is for Gross Out so they die more quickly. Mysterion deals a lot of damage and if he dies he can freeze even more. When the Craigs are dead, it’s much easier to deal with the Ninjas.
How are you supposed to handle this without status effects though on Ultra? You can't Chill them and on Mastermind there's simply no way to do enough damage to kill one before they get a turn.

Cheat? LOL

Yeah that was trouble for me... That freeze build I mentioned didn't work on those specific maps where they lock your status effects. Instead you need to switch to an Assassin / Plantmancer which is another great combo. That freeze ♥♥♥♥ is broken though and you can beat 90% of the game without breaking a sweat using it.

If you can get some bleed damage going it'll help speed up the killing and if everyone dies, you just use the Plantmancers super to resurrect everyone. It's the same strategy I used on that Cousin Kyle boss at the end of the story mode, it's the only strategy that really worked against him for me.

Just make sure you take the speedsters double turn ability and get a knock back attack going, and stack knock back damage.

Swap out the freeze super for the plantmancers revive ability and switch out another ♥♥♥♥♥♥ ability for a good assassin bleed attack. Always use your fart clone ability on those maps otherwise you'll never beat them on the hardest setting.

Also if you have the new DLC the Final Girl class has a really broken new attack that allows you to throw a sledge hammer with dynamite attached to it. It will let you reposition your character after selecting a target and you can choose the direction the target moves... You can basically maximize your damage / strategy every turn with that ability alone.

With that sledge hammer thing you can pretty much knock back enemies up, down, away AND towards your characters... If you're having trouble with the danger deck, that one ability can make some of those fights a total joke.
Last edited by NeoRizer; Aug 10, 2018 @ 11:55pm
Croquedead Aug 11, 2018 @ 4:56am 
Originally posted by NeoRizer:
Originally posted by otakon17:
How are you supposed to handle this without status effects though on Ultra? You can't Chill them and on Mastermind there's simply no way to do enough damage to kill one before they get a turn.

Cheat? LOL

Yeah that was trouble for me... That freeze build I mentioned didn't work on those specific maps where they lock your status effects. Instead you need to switch to an Assassin / Plantmancer which is another great combo. That freeze ♥♥♥♥ is broken though and you can beat 90% of the game without breaking a sweat using it.

If you can get some bleed damage going it'll help speed up the killing and if everyone dies, you just use the Plantmancers super to resurrect everyone. It's the same strategy I used on that Cousin Kyle boss at the end of the story mode, it's the only strategy that really worked against him for me.

Just make sure you take the speedsters double turn ability and get a knock back attack going, and stack knock back damage.

Swap out the freeze super for the plantmancers revive ability and switch out another ♥♥♥♥♥♥ ability for a good assassin bleed attack. Always use your fart clone ability on those maps otherwise you'll never beat them on the hardest setting.

Also if you have the new DLC the Final Girl class has a really broken new attack that allows you to throw a sledge hammer with dynamite attached to it. It will let you reposition your character after selecting a target and you can choose the direction the target moves... You can basically maximize your damage / strategy every turn with that ability alone.

With that sledge hammer thing you can pretty much knock back enemies up, down, away AND towards your characters... If you're having trouble with the danger deck, that one ability can make some of those fights a total joke.
The hammer bomb is the most OP move in the game
[FR] Grokkar Jul 11, 2024 @ 5:55pm 
Skill issue.
Whitn3y Aug 6, 2024 @ 9:12pm 
Originally posted by FR Grokkar:
Skill issue.

Why are you insulting someone in a thread 7 years later Professor Derp?

Intelligence issue detected
Drake Ravenwolf Aug 7, 2024 @ 9:13am 
The Danger Deck was long and a little tedious, but my build handled everything except for the "no status effect" one with ease - had to rebuild for that one but even it wasn't that bad with some adjustments
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