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Oh, my sweet summer child...
Yes, Reptomancer is one of the things you really have to prepare for.
The counters are mainly to have a deck that plays few slow powers but loads of attacks in the first 3 turns. Pretty contrary to most fights, which is part of what makes it so difficult. It's kind of like the Gremlin Nob of 3:rd act.
For silent, some good cards are Piercing Wail, Dagger Spray, Thousand Cuts, Wraith Form. Corpse Explosion is a true MVP in this fight as you can time the explosion to the turn when she summons more daggers.
Now you can prepare.
Have you meant transient yet? Some people think that needs a nerf.
Thank you both for the tips, but still, I think that is too much for a turn 2, even if you have cards to counter her, you may have not drawn them or prepare your strategy. I mean, I have played the game quite a bit and this is the only monster that I consider truly unbalanced if the RNG hates you.
Do you really sincerely it is balanced? No elite can oneshot you at turn 2 I think. I would consider the monster balanced if it made 93 dmg at turn 5 or 6.
Don't take that as crying, just want to know others opinion.
She does not unconditionally deal 93 damage turn 2. You are not forced to treat it like you would treat a similarly high attack by Giant Head - the damage is attached to 20-25 hp bodies. You do have the opportunity during turn 1 and 2 to reduce her threat.
If you fail to reduce the threat enough, consider that the deck might not be suited for tackling elites in act 3. Then ask, why is that? Could you at any point have made choices in act 1 or 2 to prepare for this very thing?
She asks you to do something very specific that not many other fights requires, and she is very unforgiving. I still think she is fair, and she enrichens the slay the spire environment in forcing you to adapt to her extreme demands.
She summons 1 dagger on her first turn, so you don't have to worry about her attacking you. On turn 1 you need to focus on taking down the dagger that does the most damage, and maybe damage the other one. On turn 2, you need to defend and if possible, take down another dagger doing 25 attack., and then just rinse and repeat. So you have 2 turns to kill at least 1.5 daggers, or else you are doomed. It's not that hard to do 50 damage in the span of 2 turns, as long as you know that that is your goal. Save your set-ups for later if you don't have the mana for it. Getting the daggers down to 0 or 1 is crucial for survival. You have to play more tempo and less value.
It's not something that needs a change though. She's relatively harmless compared to the other elites if you can get rid of the dagger, while arguably being the most dangerous elite if you can't.
Some cards that are alright for this fight:
Whirlwind, Cleave, Immolate, Carnage, Firebreathing, Reaper...
Corpse Explosion, Dagger Spray, A Thousand Cut, Glass Knife, Crippling cloud, Piercing Wail...
Electrodynamics, Sweeping Beam, Hyperbeam if you're not using Focus/Orbs, Dark Orb spam (Multicast is nice), Chill, Buffer, etc...
Bowling Bash, Conclude (can be a bit iffy), Ragnarok, anything spammy or a lot of block generation, or just big strong attacks, Watcher isn't exactly an AOE master.
There's also some decent Colorless cards, Dark Shackles will neutralize Repto for a turn for example.
Edit. Also buy relics instead of removing cards.
It's not the difficulty level itself I find distasteful, but the inconsistency.
You can almost always kill double boss, if you can kill reptomancer. It cannot be said, however, for the other way around.
Reptomancer is an outlier. Sometimes, you cannot kill her even when you can easily kill every single normal, elite, bosses including spear&shield and the heart. That feels very weird.
More obviously, she is far stronger than Donu and Deca, in most cases. But they are bosses and she is an elite? Meh.
And let's not talk about act 1 where I typically lose more HP to Lavagulin or Gremlin Noob than to Guardian.
While the reptomancer is far more threatening they both act in a similar manner in the sense that they are both a check on frontloaded burst damage. It's the kind of encounter that you need to keep in mind way in advance and make sure that you're properly prepared for.
I think generally speaking its important to have checks like this in the game and I don't think a nerf is needed but it does stand out alot as an encounter because none of the final bosses really have a check on your burst damage like the reptomancer fight does and I reckon it would have felt more natural if that had actually been the case.
Repromancer is a harder version of the golbin leader fight. You already do the same thing in that fight as you should with Repto: you kill small fries, you damage the big one, repeat. The only difference is that things have a little bit more HP, and they hit harder, as everything else in Act 3. If your deck can't kill repto, then too bad, you should've avoided the elites or had some tech that enables you to win that fight. Just like with most other elite and boss fights in this entire game.