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Cause of this dice nature of the game despite any clever game design you are destined to sometimes get "oh crap" moments
After that, it was at least 10 shield each turn, so then (13+ dmg) each turn, which with her number of dice is not completely unreasonable.
In the end, I've got much better roguelikes to play.
Witch is actually pretty strong against her because you usually get atleast 2 or 3 offered freezing spells during the run. Aoife is completely useless if you just freeze all her dice.
Which, was essentially a weaker version of her own game + a bit of healing.
I stomped (at full health!) through the entire run, never using/needed a healing heart, then just got destroyed.
Ugh...
-I literally went through the run ending each fight with full health. It was a flawless victory until the boss.
-Is the boss fight the only battle that matters in the entire run? What does that say, when the only challenging battle is the boss? I mean, why even go through the rest of the run? Why not just offer a quick draft of card after after card and a random assortment of upgrades, items, etc...and then just offer the boss fight?
In the end, the Journey has to matter. This is a roguelike, right? The journey to the boss has to be challenging, interesting, and meaningful. My experience with this game is that the entire run is Milk-toast until the boss.
* Sneezy (a level 2 enemy!) has a similar damage maximum to Aoife
Really, your build just wasn't... well, good. I genuinely have zero idea how you made it through! You had 2 weapons (one of which is basically a shield); of course you're not going to beat a boss. Madison would have kicked your ass, Beatrice would have been a pain because of her dodge, and even Scathach (the weakest boss) would have destroyed you.
I mean, I can only use what was given. And, yeah, I know it's a rogue-like, but like I've said...no battle threatened my build, until the boss.
That's a crap difficulty curve, regardless.