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The enemies are VERY Weak in this place....I dont get how is this considered hard ?
I see clocktower as 250% easier due to a few reasons,
1, Most of the enemies there suck against tactics, for eg, The canibals that really only focus melee combat, The bombadiers who are just beefed up grenadiers and the Trackers who can be Easily dispatched with a side melee weapon...
2, It does'nt force you to play with speed, You can take all the time in the world (self explanatory, Im a bad player who always rocks tactics because he cant play brutality..._
3, The inqusitors and Shockies of the Sepulcher can be Very frustrating if spawned in the wrong places (I,e, Three platforms with inquisitors or Shockies on them, which can be annoying to take out, for me at least)
However I can understand that to a more experienced player, Sepulcher might be a lot easier to due the lights being very generous and the enemies, Overall, being weaker then Clocktower, (understanding that, Both of them lead to the current final boss, and SHOULD be hard) as well as
the enemies there being more clustered together.
I will always hold the opinion that the current sepulcher can die in a fire, but, Understand that it isnt That much harder then clocktower, and Wouldnt be that difficult overall
THAT SAID, before I had S level gear, I struggled to deal with enemies in time. On top of that, I realized I had terrible luck on map layout almost every time until my last run, which was quite successful.
So I'd argue that there are some kinks to work out with this biome:
1) The procedural map generation needs a little tweaking. You usually get lights spaced very nicely, but in some cases they are too far apart. Those cases need to be eliminated or the player is too much at the mercy of RNG.
If anyone says "take The Night Light then", I'd argue that taking that junk hurts my builds and I simply don't like the item at all. I think The Night Light should be scrapped, tbh. It's as if it's there as a patch for the problem, but the problem needs to be fixed, not given a 'band aid'.
2) Once the darkness noticeably creeps in, you have very little time to get back to a light source, and if you were scrambling to find a light, the darkness creeping in only makes it harder to spot one. This could pretty much be a non-issue if beacons showed up on the map, since you could check your map to see if one is near you.
Part 1/2
http://steamcommunity.com/sharedfiles/filedetails/?id=1258985092
Part 2/2
http://steamcommunity.com/sharedfiles/filedetails/?id=1258985089
I do really like this idea though!
There are only short stretches without yellow lights, and each blue light lasts long enough to clear enemies from that area and/or find the next light. Consider lights to be your "fire base".
If you just want to vent about it being hard, sure go ahead. I sympathize, yes it's a hard zone. But it's not broken, you don't need to rush, and you don't need to take the night light skill "although it will make it easier".
My recomendation is to always consider the posiblility of needing to backtrack somwhat and mabey try to leave a lightsauce for posible later use if you can. Managing them well is key.