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Act 1 is all about doing damage, and will punish you for going for too defensive of a deck. It's often correct to play attacks instead of trying to full block, as you will pay dearly if fights go on too long.
I assume you mean the red slaver? Yea, he is a very scary encounter. Tank damage to the face and kill him ASAP.
....This is actually huge. I've always tried to get as many regular enemies as possible in before the first elite, to improve my cardpool and get potions. I'm not exactly happy to learn that I've been inadvertently screwing myself over, but I'm very happy to know that taking advantage of this will make my Act 1s much easier.
Is there anything in game that tells you any of this?
Yea, and it becomes the 3rd fight in act 2/3. There are a few hidden mechanics in the game that aren't ever told to the player, so it's useful to learn from the wiki or a Youtuber. There are also some useful mods that track potion drop % and event room possibilities (some events are tied to floor # such as the colosseum late in act 2). Always more to learn :)
Just to add to this, this line of thinking isn't necessarily incorrect. Not all hard pool fights are super threatening. You can easily do this and come out even stronger and snowball into a victory. Don't be afraid of doing even 5 hallways in a row, if you think you can do it and the pathway is worth the risk. But like OP, sometimes this doesn't always play out how you like it and you get chunked for major damage. He got one of, if not THE, worst hard pool fight in act 1.
Yeah, and I'd like to amend my earlier statement to say that what I said is very much a general rule, not an absolute one. It's not "easily" done, per se, but still definitely feasible.
Honestly with a few exceptions, that’s pretty much how most advice about the game on here is. There’s so many variables there’s very few hard and fast rules on what to do, but more hard and fast rules on what NOT to do (though even those are few and far between and apply more to the general bare bones basics of deck building theory like “don’t shoot for builds before you even start Act 1”)
Nah, Mayhem on Watcher or you're just a wuss ;)
I mean the first issue is mayhem on defect imo. Defect cares more about play order than most classes, and with a generally low curve card pool the benefit of mayhem cheesing out a big cost card for free doesn’t really exist for defect like it would other classes. Honestly Watcher is the one mayhem works best with thanks to scry and rigging top card, ironclad being a close second due to just having high cost cards in general. I rarely would even consider mayhem on defect since it could easily screw up my orb order or play a seek I don’t want to use or any number of other timing issues.
If you can get foresight in play, sure. Otherwise you live and die by the surprise erruption with no exit ;)
I think I would agree with that. For Defect your play order is very significant, IMO. This is especially true if your current deck is more orb reliant.
On the other hand, I actually found it beneficial once when I had a more of a 'physical' attacks based deck. Along with Mayhem, I had Reprogram, Beam Cell, Go for the Eyes, a few Claws, Charge Battery, and I forget some of the other cards but they weren't orb based. I had gotten rid of Zap and Dual Cast, but I did take Cool headed just for the card draw. In that situation Mayhem actually worked ok, but I definitely don't think a deck like that for Defect would be a common occurrence.
So overall I would say that Mayhem is generally not a very good pick for Defect.
Note: Mayhem procs after auto-draw, so you need scry 6 to see what it pulls.