Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
I always try to build an infinite deck but things like "Dazed" ruin a runs. Thanks for the lead:)
https://i.imgur.com/Eu0fXJo.png
There are some conditions which are very crucial (of course not ALL can and have to be met):
When having Peace Pipe, aim for Rest Sites.
When having Smiling Mask, aim for Shops.
If you don't have either, then aim for ? rooms, as there are plenty of events which give you a chance to remove a card.
In act 1, only spend money on the merchant removal if you either have the Smiling Mask, very much money, or if it is already quite the end of the act.
Don't open any chest when you went for the Cursed Key. (there are some exceptions, like you already having only 5 cards, + either a Shop and/or a Rest Site (Peace Pipe) nearby).
Don't take the Calling Bell
Don't choose the options in events which give you curses
The Empty Cage is very a good option.
I had a Writhe in my deck because this run was made months ago. That time, there was no "Retrace Steps" options in the Winding Hall event - so I had to take either 1 Writhe or 2 Madness. I wook a Writhe with only one event left - which actually saved me, it was "Falling", and I had to remove my Bash (or a secong Shurug +, one of those).
But you also have to be patient, as for many Seeds, it's downright impossible to have enough removal while having a deck that survises bosses at the same time. Think of a concept (or several concepts) which does not rely too much on eg. rare relics. Once you picked a key card of a concept (Rampage for example), the stick to it until the bitter end, no regrets!
https://steamcommunity.com/sharedfiles/filedetails/?id=1602365495
I picked up a really early searing blow and just spam upgraded it (picked paths with maximum campfires for Act 1-2). I got pretty lucky, because in Act 3 I managed to get the falling event where you give up a card + got just enough gold from a random event to reach the 525 gold needed for my last 3 removes.
Tips:
1. For your starting trade, if you can, opt for rare relic or remove cards in that order of priority. Otherwise just take any option that doesn't involve giving you cards. I think in my run I took a common relic.
2. Only take the cards you need - and don't be set on a particular style. Take whatever deck presents itself to you the earliest. For instance, if you see a rampaging blow first, take it and only look for shrug it off/defensive options. If you see a heavy blow first, take that and start looking for limit break.
3. Learn when to scrap runs. If you're at the end of Act 2 and still have 10+ cards, scrap the run. Heck, if you killed the boss at Act 1 and don't have any part of a win condition yet (and your relics aren't mind blowingingly amazing) then scrap the run. This way you can do 2-3 runs an hour to make this go "quickly".
I recommend the opposite about act 1, actually. Start removing cards right away. This gives you more leeway towards the end. I had a run early on where I didn't remove a card in the first shop of act 1 and ended up beating the Awakened One... with 6 cards left.
I actually recommend picking up the Calling Bell if the other two options are bad IF you have Omamori or if it's act 1 and you already have a Peace Pipe.
I can't remember the 5 I had, but basically, you want either the ethereal block card and another 1-cost block card, or the flame barrier, along with the double your block card. Finish that off with the one that lets you save your block at the end of your turn, and the one that lets you do damage with your block.
After that - just run through every merchant possible, removing cards, and never add another card to your deck other than those. Then just hope you get good relics and bosses.
But about Act 1: there is a rather common event - "The Cleric". Cleric wants 50 Gold for a removal. This is
1) 25 Gold cheaper than a merchant removal
2) not increasing the merchant removal cost
I have seen it often enough that if you would have spent the 75 Gold in the first shop that you don't have anything left for cleric. That's why I also said "quite the end of the act", because
1) Chances are that you would already have enough Gold for both
2) Chances are that you actually don't meet Cleric anymore (or already met him)
https://steamcommunity.com/app/646570/discussions/0/1694914736010422529/
if you use the search function and type in minimalist achievement, that thread is near the top of the list...
https://steamcommunity.com/profiles/76561198118928442/screenshot/949596500833304085