Deep Sky Derelicts

Deep Sky Derelicts

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edem0001 Oct 29, 2020 @ 1:18am
Is it just me or balance in this game is non-existent?
Bit of a rant below.

I am on my third attempt beating the game but on level 4 derelicts I keep hitting a concrete wall and I am about to etirely give up on this game. Which is a shame because the art style is amazing and the base mechanics are solid.

I have countless hours in similar games so I think I know how they should be approached.

I have tried three teams so far, one balanced, one heavy on support, one heavy on damage dealers and I always pay attention to use high level equipment and always mindful of deck composition.

But story is always the same. Level 1-2 derelicts go like a breeze, level 3 is already a bit difficult but the difficulty spike on level 4 is simply insane. Enemies high on shield and health and they make high damage as well. I beat a few encounters, limp back to base to heal up but run out of money and that's it, game over.

Now I should start over a fourth time and I just don't feel like it because the game does its best to wear down you enthusiasm.

In Darkest Dungeon you can lose good teams but there is always coming back. In Deep Sky Derelicts entire hours of gameplay are thrown out the window because foes are simply poorly balanced.
Originally posted by Protectron:
Check out my "unofficial strategy guide" thread on page two or something. It should help, because by derelict level 4 your team should be approaching level 6 and should wipe the floor regularly without many issues.

I'll give you some advice here in the meantime. Since you're starting over, I will propose a team setup that should work for you and use that as an example. Since you have tried thrice you should be familiar with many things, but I'll explain stuff as if you aren't.

The team is a Miner/Demolitionist, a Scrapper/Functionnaire and a Medic/surgeon. Choose Neurotic for all.

First off, go to the Inventory and remove all tools (Shield Cores and Weapons aren't Tools). Then remove the Miner's Blasting Charges cards (there are some tiny + and - symbols when looking at an ability). Also remove the Medic's Adrenaline Boost for now. Sell the tools in the shop, buy the first Energy Reserve upgrade, pick up any contracts and move to the first derelict right away.

Here is a finished Medic/Surgeon build:
https://steamcommunity.com/sharedfiles/filedetails/?id=2270933150

Here is an almost finished Miner/Demolitionist build: https://steamcommunity.com/sharedfiles/filedetails/?id=2270936164

Here is an almost finished Scrapper/Functionnaire build: https://steamcommunity.com/sharedfiles/filedetails/?id=2270937184

There are some possible synergies that these builds do not take advantage of, and these are the results of a late-game respec in the medic bay at the station. A Scrapstorm build is absolutely incredible with a Leader/Scrapper/Miner, as everything that everyone is doing makes the Scrapper draw cards and the Miner energize. Feel free to experiment with this at a later point. As for now, let's go through the basics.

THE ECONOMY

1. Don't use batteries unless it's an emergency. Instead, return to the Station to refuel and sell scrap and equipment you don't use once you're lower than 400 energy. Don't bother keeping equipment you might want later - there is always better equipment down the line.

2. Focus fire on the weakest enemies first before mid-game. The fewer there are of them, the less damage they deal, so this is the best way to avoid taking health damage - which is the most expensive thing in the game.

3. Don't buy stuff that is the same level as your characters. You'll level up soon enough. Sometimes there are higher-level weapons and shields for sale, and if you have plenty of cash, go for it. +1 damage isn't normally worth 700 credits, for instance.

4. Take on any Settlement contract you come across - these are often very lucrative. Once you are level 4 and have specialized, and start getting synergies, return to derelicts 1, 2, 2 and 3 and wipe these out for an additional cash boost and some experience... also, possibly some rare items as well.

5. Don't upgrade anything else until you have 4000+ credits. Once you're there, never go below 2000 credits.


DISRUPTION IS KING

6. Until the last 2-3 Derelicts, don't expect that you can always wipe out the enemies before they get to take a turn. For this reason alone, packing as much enemy disruption as possible is a winning strategy. Armor removal, Damage Resistance removal, Initiative reduction, Fire/bleed damage, Fear, Stagger, Hit Chance reduction, Overload, Confusion and Card Lock should ideally be on all weapons.

7. A staple of all my decks is the Stagger + Overload combo. I put Overload on an Assault ranged weapon and play Suppressing Fire to apply Overload + other things on all enemies. Then I use Shockwave Strike to discard one or more card from three enemies. They will probably still have cards left their first turn, but from the second one on they will skip their turns until they die. It's a hard lock except on a few special enemies as long as I have Suppressing Fires.

8. If you also put Harmful Hallucinations on them before you do all this, every effect on every weapon/ability that is put on each enemy will trigger 6 damage.

INITIATIVE IS KEY

9. Spam Initiative on all teammembers until they have 20. This allows you to go first every time without messing with Stealth (which has a downside). This becomes very important later, when some enemies have strong synergies and powerful disruption abilities that you do NOT want happen to you.

10. Control the initiative of your team for your benefit. In this case, the Medic should go first and put Adrenaline Boost on himself and then on the others. If he still has moves, play a Suppressing Fire (with Overload). The Miner is next, applying armor removal and mass damage. Then the Scrapper last, smacking them with a Shockwave Strike. If there are enemies left, they will probably not do something very dangerous.

THE ENEMIES

11. As mentioned, focus fire on the weakest enemies in the beginning, until you have the above synergies and capabilities at your disposal

12. Then, focus fire on the most dangerous enemies instead. Usually, that's either the one who deals the most damage, or the one who's disrupting your team. The Skinks, for instance, have a Shaman and a Matriarch who you need to remove asap. On the other hand, you will probably not manage to kill a Buddynaut or a Serpentwurm before they get to do nasty stuff to you, so this is why packing disruption is so important.

THE TEAM

13. Medic: Assault ranged weapon with Overload and as many Suppressing Fires as you can without clogging up the deck with too many other cards. Once you can craft tools, make 4 Mending Nodes without any cards, as this will make the chance of energizing when playing a Medical card almost 80%, and drawing a card is at 70% as well. Craft 2 Harmful Hallucinations Mental/Medic Tools.

14. Scrapper: Spread ranged weapon with 4 or more cards, and two Secondary Barrels with two abilities each. Power Glove with 1 or 2 cards, and two Melee Weapon mods with a +50% chance of Stagger each and 2 Shockwave Strike each. A Scrapper Tool (or hybrid/universal) with the two Scrapping Illustrious mods (15+ Evasion and draw +1 card when opponent discards a card)

15. Miner: Heavy ranged of course, with some good effects and 2-3 cards. The mods should have Incinerate and Corroding Barrage. The most important weapon cards are going to be Sweeping Fire and Heavy Blast Bomb anyways. The Tool should allow you to have 2-4 Critical Amps and boost damage (weapon/hybrid/universal).
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Protectron Oct 29, 2020 @ 5:59am 
Check out my "unofficial strategy guide" thread on page two or something. It should help, because by derelict level 4 your team should be approaching level 6 and should wipe the floor regularly without many issues.

I'll give you some advice here in the meantime. Since you're starting over, I will propose a team setup that should work for you and use that as an example. Since you have tried thrice you should be familiar with many things, but I'll explain stuff as if you aren't.

The team is a Miner/Demolitionist, a Scrapper/Functionnaire and a Medic/surgeon. Choose Neurotic for all.

First off, go to the Inventory and remove all tools (Shield Cores and Weapons aren't Tools). Then remove the Miner's Blasting Charges cards (there are some tiny + and - symbols when looking at an ability). Also remove the Medic's Adrenaline Boost for now. Sell the tools in the shop, buy the first Energy Reserve upgrade, pick up any contracts and move to the first derelict right away.

Here is a finished Medic/Surgeon build:
https://steamcommunity.com/sharedfiles/filedetails/?id=2270933150

Here is an almost finished Miner/Demolitionist build: https://steamcommunity.com/sharedfiles/filedetails/?id=2270936164

Here is an almost finished Scrapper/Functionnaire build: https://steamcommunity.com/sharedfiles/filedetails/?id=2270937184

There are some possible synergies that these builds do not take advantage of, and these are the results of a late-game respec in the medic bay at the station. A Scrapstorm build is absolutely incredible with a Leader/Scrapper/Miner, as everything that everyone is doing makes the Scrapper draw cards and the Miner energize. Feel free to experiment with this at a later point. As for now, let's go through the basics.

THE ECONOMY

1. Don't use batteries unless it's an emergency. Instead, return to the Station to refuel and sell scrap and equipment you don't use once you're lower than 400 energy. Don't bother keeping equipment you might want later - there is always better equipment down the line.

2. Focus fire on the weakest enemies first before mid-game. The fewer there are of them, the less damage they deal, so this is the best way to avoid taking health damage - which is the most expensive thing in the game.

3. Don't buy stuff that is the same level as your characters. You'll level up soon enough. Sometimes there are higher-level weapons and shields for sale, and if you have plenty of cash, go for it. +1 damage isn't normally worth 700 credits, for instance.

4. Take on any Settlement contract you come across - these are often very lucrative. Once you are level 4 and have specialized, and start getting synergies, return to derelicts 1, 2, 2 and 3 and wipe these out for an additional cash boost and some experience... also, possibly some rare items as well.

5. Don't upgrade anything else until you have 4000+ credits. Once you're there, never go below 2000 credits.


DISRUPTION IS KING

6. Until the last 2-3 Derelicts, don't expect that you can always wipe out the enemies before they get to take a turn. For this reason alone, packing as much enemy disruption as possible is a winning strategy. Armor removal, Damage Resistance removal, Initiative reduction, Fire/bleed damage, Fear, Stagger, Hit Chance reduction, Overload, Confusion and Card Lock should ideally be on all weapons.

7. A staple of all my decks is the Stagger + Overload combo. I put Overload on an Assault ranged weapon and play Suppressing Fire to apply Overload + other things on all enemies. Then I use Shockwave Strike to discard one or more card from three enemies. They will probably still have cards left their first turn, but from the second one on they will skip their turns until they die. It's a hard lock except on a few special enemies as long as I have Suppressing Fires.

8. If you also put Harmful Hallucinations on them before you do all this, every effect on every weapon/ability that is put on each enemy will trigger 6 damage.

INITIATIVE IS KEY

9. Spam Initiative on all teammembers until they have 20. This allows you to go first every time without messing with Stealth (which has a downside). This becomes very important later, when some enemies have strong synergies and powerful disruption abilities that you do NOT want happen to you.

10. Control the initiative of your team for your benefit. In this case, the Medic should go first and put Adrenaline Boost on himself and then on the others. If he still has moves, play a Suppressing Fire (with Overload). The Miner is next, applying armor removal and mass damage. Then the Scrapper last, smacking them with a Shockwave Strike. If there are enemies left, they will probably not do something very dangerous.

THE ENEMIES

11. As mentioned, focus fire on the weakest enemies in the beginning, until you have the above synergies and capabilities at your disposal

12. Then, focus fire on the most dangerous enemies instead. Usually, that's either the one who deals the most damage, or the one who's disrupting your team. The Skinks, for instance, have a Shaman and a Matriarch who you need to remove asap. On the other hand, you will probably not manage to kill a Buddynaut or a Serpentwurm before they get to do nasty stuff to you, so this is why packing disruption is so important.

THE TEAM

13. Medic: Assault ranged weapon with Overload and as many Suppressing Fires as you can without clogging up the deck with too many other cards. Once you can craft tools, make 4 Mending Nodes without any cards, as this will make the chance of energizing when playing a Medical card almost 80%, and drawing a card is at 70% as well. Craft 2 Harmful Hallucinations Mental/Medic Tools.

14. Scrapper: Spread ranged weapon with 4 or more cards, and two Secondary Barrels with two abilities each. Power Glove with 1 or 2 cards, and two Melee Weapon mods with a +50% chance of Stagger each and 2 Shockwave Strike each. A Scrapper Tool (or hybrid/universal) with the two Scrapping Illustrious mods (15+ Evasion and draw +1 card when opponent discards a card)

15. Miner: Heavy ranged of course, with some good effects and 2-3 cards. The mods should have Incinerate and Corroding Barrage. The most important weapon cards are going to be Sweeping Fire and Heavy Blast Bomb anyways. The Tool should allow you to have 2-4 Critical Amps and boost damage (weapon/hybrid/universal).
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