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I haven't beaten Chapter 2 but I would like to share some things I have learned, as well as things we may be mutually confused over.
Farthest I have made it in Chapter 2 was the fourth level, the one before the 'Boss'.
I have had the most success with the following formation:
Lyric > Healer > Shadowmaster > Tank
I've also tried my best to rush through the levels, going in as little rooms as possible and using campfires whenever I came across them. Unfortunately, this was very rare and I died on the on the fourth floor after going through two floors without a single campsite.
In the earlier levels, when I came across a campsite, I used my healer for the camp because she had 4 Overwatch (camp icon) and when I used her with the song (vigor regen) and sleep (health regen) it was successful.
I never bothered with Scouting (Shadowmaster) at the campsite because I have not yet come across a Shadowmaster who also has high Overwatch, meaning that the attempts to regenerate at the camp will fail, while also raising Terror. Scouting itself feels worthless honestly, as not only does it prevent you from using the song (vigor) and sleep (health) to regen but it only scouts a SINGLE room on the level, while also raising your Terror.
As for positioning, I'm still not certain on how the game handles that.
During my time playing the tutorial, I had a party member with high Awareness (eye icon) but she was positioned last and we triggered a trap. I was then under the impression that while outside of combat, you had to have someone with high Awareness at the very front of your party otherwise you would always trigger traps but this doesn't seem to be the case. I suppose the bit in the tutorial was scripted so they could show you what happens when triggering traps.. which sadly, is yet another example of Vambrace's poor design.
In my experience, Terror accumulates too quickly, making every room a combat encounter after having reached the red threshold. I'm not sure if it has any other negative effect on your party but I wouldn't be surprised if it doubled the damage you received or something equally annoying. And if you're like me, you're already desperately searching for a campfire, as your party has bare minimal health and that ghost fog is the final nail in the coffin.
I have been told by countless people to grind Chapter 2 for resources to sell for Hellions to buy healing items, which I don't think is that smart personally as you would only be able to use said items at a campfire, IF you were fortunate enough to come across one.
I think the most beneficial for progress, time management and sanity is to grind for resources to craft Relics, which will better equip your party members.
Also it seems best to just go to the exit as quick as you can, and save terror. If you are near the end of the area and you find a camp you can use it to get vigor/HP back with the high overwatch character and not worry about terror stat.
Oh! I totally thought that I had to put the one with high awareness in front of the roll to have a batter chance of avoiding traps, which was leading me to always lose a turn in combat having him change positions.
There are already awesome people replied, but here is my answers:
Camp moment is important in this game, because that is only moment to patch up, gear up, as you can see. So to go far, your team needs to be recovered almost like fresh again in each camp. Overwatch 4 characters are pretty needed, or give them some camp tools to boost up.
The terror increasing is very dropped in the current patch (1.02), and there will be less combat. So you don't need to worry the terror anymore.
One tip there is 'Finish the combat quick before getting tones of terror', but if you have a healer (Hedge Mage) it would be difficult to control the terror. She is good for your survival, but it means your team has 3 people to give the enemy team damage. The combat will become longer like 2-3 turns, and it affects on your Terror gain.
In every sector (9 paths + 1 exit), there is 2 compsites.
The next patch (which is not in 1.02) will have the gear-up time for every sector, and it will be very helpful for your saying.
Plus, the game has the retreat button on ESC menu, so if the condition is bad, press ESC and click the flag button to go to the city safe.
- Minho
Wait, you can use Celeste since Chapter 2 (since the OP said first quest)? Do I have to have a spot to fit her in?
Looks like you have quite a few tips above. I would like to emphasize the importance of studying the maps before you begin moving through the dungeons. If your party is getting weak, try to choose routes that allow you to bypass as many encounters as you can. This is possible if doors leading to the exits you want are strategically placed.
My ideal composition ended up being Arcaster/Fusilier > Lyric > Fencer > Dragoon. If you take a fusilier, see that you get one with horn, the combat buff helps a lot to end fights earlier.
Also, as Saint Leica said, plan your way through each dungeon. Terror racks up when you're running in circles (I did that mistake at first), so it's really helpful to open the map first thing when you enter a new area and check the fastest way to the exit. You can always take a detour and look for treasures if you're making good progress.