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What you want is to:
A: Get better defensive cards (I prefer Shrug It Off and True Grit)
B: Upgrade them. Most +Block cards give even more +Block when upgraded.
That said, you should generally trash Strikes first so that you can focus on a couple of strong attacks and have the rest of your cards be defense/support. If you happen on the "upgrade all basic cards" you should pick it up, getting Defense cards to +8 makes them almost not terrible.
However I suspect that your real problem may be on the offense side. Its not enough to have better attack cards than your initial strikes, you need to identify synergies and combos then abuse them as hard as possible. You should be able to win non-elite non-boss encounter in 3-4 turns tops, 1-2 if you get good draws or having a great run.
For example, let's say you get a Boss Relic that gives energy (as many do), then have Flex+ and Whirlwind+. That combo alone can dish out 48 damage every enemy in the encounter. I'd suggest looking at online plays to see what kind of combos get fielded.
Its not that bad with The Ironclad because he heals after each fight. Even the cards he gets you can get a good balance, although, the opponents are still WAY over powered. 1 hit can remove half your hp or even 1 shot you under some circumstances.
The Silent, the character I have been using lately. It's nearly impossible to get past the boss because by the time you get to the boss you have no hp left. You pretty much have to rest at every rest site. Then the elites even deal damage equal to 1/3 to 1/2 your hp with one attack. Often dealing them in succession.
I have tried many different builds with both characters and at one point had 12 relics and still couldn't beat the second boss.
The regular enemies alone have too much damage, hitting 10+ and often you are fighting 3 or four of them at a time. Even if I use AOE it's still not enough.
Then they have the ability to block "one" debuff but that actually blocks EVERY debuff from one attack. Even if you use the card that applies 99 debuffs of vulnerability it still only counts as being one so it blocks them all and the enemy only loses one debuff protection counter.
It's so freaking impossibly hard that the RNG makes this game really tedious.
Sure, its fun, but its getting stale not even being able to complete the first boss, or even reach the first boss because the enemies are too powerful.
The difficulty and RNG is frankly quite mild compared to something like FTL, where I spent dozens of games before I could even clear easy, and where even experienced players can get pulped by bad encounters.
The enemies are too powerful. They hit for 1/3 or more hp. You don't get very good cards to handle it. The game should have a difficulty/power curve. The first map that you progress should be relatively easy and allow you to get a decent start then each new map should provide more difficult challenges.
I've had a deck that let me stack upwards to 100+ block and it's still not enough. I get taken out by monsters that deal 60+ damage every turn after the first boss.
So far this game has already been cleared no less than a million times by players. Its not unbeatable. Its not even particularly hard by roguelike standards.
Many of the monsters get stronger as the battle goes on. I am tired of playing games a being forced into cookie cutter builds. Many times I don't get those strong AOE attacks.
There is only one solution then and that's to fix the defensive cards so that you could viably make a deck that doesn't have to win each battle in 4 or less turns.
On top of that, I am often facing multiple groups in a row that each deal 10+ damage each and have debuffs.
The monsters are too powerful.
This game is far away from using cookie cutter builds. If you want a good example of a game that does cookie cutter builds take a look at Diablo 3.
I have over 70 hours in this game and have beat it 6 times.
- 4 Silent
- 2 Ironclad
In my experience I have gone through the frustration thinking that I was given poor odds at survival from the moment I spoke to the Whale. However, A LOT of my failures have been due to card choices and TRYING so hard to make a build work when I just did not have the right cards... All I was doing is playing the odds that the right card would show up.
Each of my victories in this game has been unique and so far I have not beat the game twice with a similar deck.
Given my experience I disagree that the monsters are too powerful. It's all about creating a synergy with the cards you are dealt. Don't bloat you deck with cards (I pass up on several cards and in most cases I leave the 1st floor with only 15 cards in my current deck build). Don't forget the random relics as they come by because that can change how you play your synergied deck. Don't try to make a failed idea work and ignore the cards you pass up. I have noticed in games I have played a synergy with the choices I am given after beating one ordinary encounter to another. Don't ignore this.
Elites are nice to kill as they give you some sweet loot in regards to relics that can make or break your deck build. Don't priorize elites if you have a deck that cannot handle the battle with the elite you're about to get yourself into. A lot of the game is also knowing what path to take to best strengthen your deck (campfires, ?'s, or regular encounters).
As someone who has played this game for 70 hours and only beat the game 6 times I get it. It seems hard. It's not...
The slimes he splits into have 16 and 11 damage attacks, the both can attack at the same time.
By the time I got to this boss I had a 13 card deck and wasn't offered any AOE accept "Die Die Die" which exhausts after use.
Every enemy encounter was groups of two and they each dealt 11+ damage. I got 3 camps that I had to rest at every one.
The slime boss gives you Frail which makes it difficult to gain enough block to deal with the damage.
Relics : Ring Snake, Strawberry, Tiny Chest, War Paint, Prayer Wheel
Deck : Defend+ (x2), Strike (x4), Neutralize, Survivor, Slice, Dagger Throw, Backflip, Quick Slash, Die Die Die
Never offered a power.
Why are you removing your defends so early?
How I play is I typically keep my defends until I start to get a synergy in my deck. If I pick up an attack that's better than a strike I remove a strike and if I pick up a defense card that's better than a normal defend I will remove a defend card.
The slime boss is one of the easiest first floor bosses. When he splits yes there are two and when they split there are 3-4, but their damage is significantly weaker unless they both attack (which they won't do for a good length of time... if the battle takes a while then yeah, this will happen).
On the first floor I rarely have AOE and even if I do it's not needed.
I mean like I'd dismissed Perfected Strike as garbage but apparently there are people who like and succed with Perfected Strike builds. Whoda thunk? Not me apparently.
Either you want to:
A: Kill the Slime Boss before he can use his Smash. Forcing a split means the Slime wastes his turn.
B: Get the Slime Boss as close to half health as possible, then wait to until you can alpha strike the thing. While this might mean taking a hit from Smash, Slime only splits at end of turn, meaning you can ensure the mid-size slime spawn with considerably less than 35 HP.
C: The same principles apply to the mid-size Slimes.
Well there's your problem. Remove Strikes first. Remove Defends only when you are out of Strikes, well except if the Whale offers to remove 2 cards then pick a Defend and a Strike is probably safer. Defends aren't good, but they're better than nothing, which is what a hand full of Strikes will give you when faced with incoming damage. You ideally want to be doing something like Good Attack Good Attack Good Block, sometimes you will have to settle for Good Attack Defend Defend.
Cuz It nonsense - How can I plan my route, if I blind?!
(Do you plays Cataclism: Dark Days Ahead with a blind character?)
Developers can make 2 seperate version for normal players and for hardcore masochists.
I like how you broke it down, but when slime boss using smash as his first attack (every time I meet him) then there is no avoiding it.
I removed the defends because I ALWAYS have a hand full of defends on a enemy buff turn and a hand full of attacks on an enemy attack turn. So what I do is try to limit my deck as much as possible to get as much card draw as possible and more attack/power cards. You don't need a lot of block if you can just kill the enemies in the first turn.
I've made decks where I has 120+ block every turn, then I fight the monster that buffs str everytime I use a skill... Like wtf?! Not even a temporary but a permanent buff. There is nothing I can do against this guy. I have to block but guess what, I don't get enough block from one card so I have to use two and then I still don't have enough block. He then damages me and keeps his buffs where he attacks even higher next turn.
I play Silent, so if I can get "Thousand Cuts" and everything I have draws cards and costs 0 then I get unlimited value.
I've had decks that stack poison up to 60+ and it's still not enough.
It's getting to the point where I am getting desperate with builds and going to extremes to find something that actually works but I always come to the same problem of the enemies dealing too much damage too quickly.
One enemy was dealing 32 damage EVERY TURN since TURN ONE! I used every energy I had on block and still only could get around 24 block. So I still get hit for 8. With silent, thats more than 10% of her hp.
So even if I give my max block, every single turn, I still die.
I really like the game, it's just the damages don't scale to the progression and you can get destroyed if you get 3 bad encounters in a row.
I think some of the worst things about this game is that the enemies have super buffs/debuffs often using 2 or 3 in one move that give 2-3 stacks each. They have attacks that add cards to your deck and deal insane damage. They have debuff protection and you don't. There is no way to clear buffs off of enemies.
I want a card that says, "Remove all buffs from enemies".