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1. Don't try to rush. If you feel confortable while going fast while being at <2 malaise do so, but once you get to tier 2 be careful. If you're not confortable with the feeling of malaise increasing too much, try to do a practice run in which you wait to get 10 malaise in prison quarters and try to play like that, while being careful. It's not as bad as it looks.
2. Cavern is a really hard biome for 4BC newcomers. I'd recomend reaching the giant at 0BC, defeating him, and then trying to get to it in 4BC from Forgotten Sepulcher. Since you don't need to get to HOTK with 4BC you can spend all the flask uses in there, too.
3. As always, if you hit a wall, try playing custom mode, to test builds, seeds and stuff.
Last time I went to Spoiler area I was using exactly that: Blood Sword, Infantry Bow (which still hits hard and allows me to snipe stuff), Sinew Slicer and Cleaver (A full bleed build, basically) with Melee, Open Wounds and Vengeance. I've trying to get used to an oil sword build with pyrotechnics lately but i still love the bleed one. Before the update I used to put a Hokuto bow or alchemic carbine in there but now not anymore :(.
That's how much they changed this game in just one patch.
Honestly, I can't figure out what to do to be successful yet, I feel like they just want you to fail. There's no strategy or tactics anymore, you just rush through in hopes not to get 10 malaise by the end of the biome. People tend to say: take it slowly, go carefully, but that's a completely irrelevant advice, since no matter what you do a mob can spawn anywhere and f you up in a matter of seconds, more than that - elite can spawn almost instantly and you will be just gangbanged and while you'll try to regroup - malaise bar will skyrocket even more.
On top of all that there're no reliable sources of clearing malaise, food or alienation doesn't work anymore, you get like 1 point for a mob, half-bar clear on elite kill and a bar for a level clear but that's nothing compared to the level of speed at which malaise bar goes up. As a result the game just shape-shifting in difficulty making you fail at every other corner until you got gangbaged by random mobs and die eventually.
I don't think they gonna leave game at this state since a gap between 3BC and 4BC now is just enormous. I cleared 0-3BC in 2 hours without a single death while gathering Scarecrows skins and then I never got even to the 1st boss on 4BC, if that's not saying much then I don't know what it. This new malaise system has serious balance issues.
I'm not nearly as experienced as you, but I kinda felt the same for a quite a while. After the update I died a lot on the first three biomes. I rarely got to ossuary when I got to it I usually died to the curse or some dumb teleporting stuff which attacked right away because malaise. Lately I've been having some good runs in which I've gotten through it (Last one I died to some dumb bird in spoiler area after messing up so my fault).
What I've figured out is mostly not to worry about maxing out malaise. In all those good runs I ALWAYS max out malaise in the ossuary. And I always use that to get the 60 door there even if I mess up. Ossuary also has a food shop so that helps a lot. In fact if I get a run where I don't use any infected food then I think I'll intentionally max out malaise in Ossuary still.
That's not true. There is a sound cue which indicates that an enemy just spawned, and I think of all the enemies which spawn, no enemy just spawns in front of you ready to attack. The enemy spawns, there is the sound cue, and then the enemy proceeds to teleport to you. That leaves a small window in which you can reconsider whatever you're doing because you'll know something will teleport to you even if you cannot see it.
About malaise elites, they don't spawn instantly. After you hit tier 3 malaise, when you get close to an enemy, it will get stunned for a few seconds, and then it will turn into an elite. You can kill it before it turns, or you can retreat so you can face it. After that, there is a cooldown of at least a minute in which no more enemies will turn into elites. In fact, in every run I've had since the update, I noticed I killed a lot of enemies just before they turned into elites, which is a bummer, since I could use the half tier malaise reduction you gain when you kill them.
That is kinda true, but not that much of a deal, at least for me. As I said before, I'm completely fine with maxing out malaise in ossuary (or ramparts, but not ancient sewers). It reduces like 1-1.5 points at the end, and if you buy cough syrup you have a total of 4-4.5 points reduction. After that you fight concierge which reduces other 5 points to malaise. You end up at tier 1 of malaise, from tier 10, without using health flasks. But I just figured out something. If you don't kill any normal elite in ossuary and then, after you get 10 malaise, proceed to kill everything but those elites, you could even get to tier 0.
That said, it's true that you cannot just reduce malaise reliably in any level, and that the gap between 3BC and 4BC is absurdly high.
About the biomes... right now I usually do terrible in promenade and ancient sewers, (I mean I rarely go to ancient sewers) and I do fine in toxic sewers, biomes 2.5, ramparts and ossuary, but if I survive promenade I can get to concierge pretty consistently and after that the game feels almost the same as before the update to me, besides me not having alchemic carbine anymore to snipe stuff in fancy ways.
As for elites, 4BC was always infested with them, with spawns scattered through the maps. The difference now is that they spawn with the malaise build up instead. So before people could take their time all they want and slowly engage the elites 1 by 1 at distance or lure them to their game of traps or whatever. And now they are just mad because they can't do that anymore. If they are too slow, the malaise will raise and the elites will be the ones coming after them instead.
Maybe it did changed a lot for people who likes to hide behind turrets and ranged builds yes. But for a brutality player who often have no choice other than jumping into the hordes and fighting them all at once, the game is pretty much the same of what it has always been.
The point is that they can transform OFF SCREEN, you just need to peek on them for a sec and they starting to transform, sometimes you can track it if you were near and sometimes you don't. True, you can let them transform and get that malaise clear but what is also true is that they can gangbang you with that elite meanwhile your malaise only will go up so there's a major drawback to this strat as well.
Promenade is mess rn, they just spawn endless guards for the shield dummies~_~
This may just be the approach that people are required to take now I guess. I never cared too much for the survival route, but altered between tactics and brutality at the start. I did tend to prefer setting up areas and using a combination of range and thinking ahead to deal with enemies, but maybe I have to bite the bullet and just learn brutality then. Not entirely sure why, but I've never found a good brutality weapon as of yet; they all do way too little DPS, but I may need to just find better blueprints.
As a whole, from what all I've gathered, it does kind of suck that the increase in difficulties kind of pushes players from being able to explore and take their own route and pace with the game to forcing players into only brutality for any chance and take up a speedrunning pace.
This is definitely a massive hurdle that I was honestly kind of dumb in getting around. I kind of took Promenade as my "default" route, so I kept dying there time and time again when enemies would just randomly get shields by walking over to me and close enough to a dummy that they'd just ignore any grappling effect of any weapons. Eventually I figured out the high dummy spawn and figured trying to dodge sometimes 10+ enemies while taking out a dummy wasn't worth it.
That seems as unlucky as a saucer falling onto you in Spelunky 2 :O. But that has never happened to me. I mean, right now whenever I'm going to face an elite and nothing has spawned in a while I usually wait to see what spawns before aggroing it.
IIRC there is also a sound cue for elite turning. And in this case you can use the cooldown to do better. If I'm at high malaise, a minute and a half has passed and nothing is turning, then I'll be pretty suspicious that something which I'm not seeing it's about to turn. And malaise doesn't go up that fast unless you haven't actually killed anything. With 100% enemies malaise takes 42 seconds to go up a tier. You can definitely wait 4 seconds and take other 6 seconds to kill that elite, which still be very close to half a tier decrease
That, if you're really worried about malaise increase, which may not be for the best. Currently, since I know I'll max out malaise somewhere, I don't really worry about that. I let them turn if I'm confortable with it, and kill them before if I think it's too risky. In the case they turn offscreen, I don't know what happens if I'm too far away, but otherwise I'll still hear the sound cue and back away.
Yeah, sometimes I even use a non-brutality alchemic carbine to clear that stuff
I completely agree with you, I was used to the game prior the malaise update, where actually your skills were tested in a better way, while timing and avoiding damage was crucial, and after some time I was able to clear them with ease, even the final boss without damage, but now those enemies spawning from nowhere and malaise increasing each moment changed it a lot, and taking into account those spawning enemies can be from any biome, the difference between 3 BSC and 4 BSC increased a lot.
The game in those BSC is now basically a speedrun, no longer your tactics and timing to defeat your enemies count, when I played it recently to get the new stuff/achievements, I barely reached The Concierge, and died the biome later.
Now, as an advice, I may say that you should try with weapons/skills that paralize enemies, for example, I tried with that Ice Crossbow that deals critical to frozen enemies and it worked pretty well, also I prefer shields since parries help a lot, if you want to can add me and we can discuss some equipment. For mutations, I almost always use the Crow's foot to slow enemies, which works in a decent way, still, as they've said here, basically there's not an optimal gear, you should play with the weapons you feel more "powerful", you can try with custom mode. As a highlight, I figured that there are like 2/3 food shops where you can decrease like 3 bars of malaise, which is also helpful, at least in the Fractured Shrines there's always one at the beginning.
I'm not going to be hypocrite here because I too have complained about changes in the past. But those were on small things like balancing tweaks and weapons changes. Even then I still respected the game and never claimed those changes "ruined" it. But this backfire here is just exaggerated whining. The game is still pretty much the same, the rollback ain't gonna happen. Just get over it and move on.
Ah. That makes sense. Still a bit irritating for a random enemy to spawn, what seems for me to be, offscreen and then teleport behind you for a cheap hit every few seconds, but at least it's not just a random glitch.
In the alpha, barrels from distillery could spawn and that was completely terrible. Now the kind of enemies which appear are more of the tame type.
It's not a speedrun, and of course the tactics and timing still count (wait, you're also saying it like there is no tactics or timing in speedrunning). When the update came I did even worse than you say, but now every run which gets to prison depths in good shape will most likely get to Astrolab if I don't die to a curse related mistake or some really unlucky stuff. And it's not like I'm speedrunning, in fact my runs are taking even longer than before.
Yeah, that's pretty much the interval for enemy spawn, however there are times when even at high malaise it has taken a lot longer for something to spawn for me (more than 30 seconds). Perhaps there are places in which enemies cannot spawn?