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You could also just lower the difficulty for that fight. I don't see why you haven't done that already, honestly.
The only real way around the mechanic is hunting for methods to give your team avert stacks as it is literally the only way to stop yourself from taking this damage since it bypasses your guard and the attack cannot be cancelled or redirected and the counter can't be reset. Leading up to the fight, there was no foreshadowing of needing avert, in the fight itself there is no provided mechanic for gaining avert stacks. The game simply assumes you to have access to avert. You can't just tank the damage because as stated it bypasses guard and is moderately high teamwide damage and there simply isn't enough healing in the world to offset it since even consumables increment the counter towards the damage being dealt (I mean maybe if you spent a lot of time grinding out gold for large potions that could heal entire HP pools with 1 action, but that is still only going to offset the damage to your team twice per member, not including summons/constructs/golem).
It's a fight that pigeonholes the player into using only 1 viable strategy for success, being able to spam Avert on your team, and despite having all characters around level 50, I've yet to even be offered a single skill card with the ability to give avert.
Any boss fight that appears out of nowhere and forces a specific playstyle on me after going through a 20ish hour romp of not having any issues whatsoever with my chosen build is always going to scream to me, I AM A POORLY DESIGNED BOSSFIGHT.
Sorry, not sorry, but it's just not good design bucko.
One of the most important lessons in life is taking responsibility for yourself, in all aspects. Yes, that also includes your gaming experiences. You either need to accept that you can easily change the difficulty to suit your group's ability level, accept that you can't complete the fight (due to your own choices), or accept that you need to improve your group to complete the fight.
Whining about the game distracts yourself from the reality that it's *your* problem that *you* have to address.
the 30 damage also encourages decks that have group guard cards, as having one character guard all with a single card is far more efficient than having each character guard themselves with 3 cards in total. There are multiple characters who can do this. Bard's Chorus of Swiftness, Monk's Temple's Shelter, Spellbinder's Greater Barrier, Golemancer's Earth Cover and more. If you lack these, there are also certain synergy cards that guard all allies. The great thing about synergy cards is that they are always in your hand.
but even without these, it's not the end of the world. As I said, it's about card impact, so having all your allies cast a 200% stat scaling guard card every round also works, but you'll only have 7 attack cards to play with every round. I say round because it's best to reset the countdown every round on purpose so you won't have to deal with 60 damage on the same round.
as for attack cards, again, it's about card impact. Swordhand can play a single finisher to use up all his AP for the round, so he only needs a single attack card to deal decent damage. For most other characters, play their most costly, best stat scaling damage cards every turn, and avoid cards that deal 100% stat scaling for 1 cost. End the round with AP to spare if you have to.
avoid using move cards because they mostly have little to no impact and only cause the counter to go down. Use AP to move to avoid the boss's attacks.
Cant even get my third hero:)
Simply because the TWO NPC-s are useless.
The town guard and random hero, whomever i get usually they deliberatly just go and mess up positioning and then dont even attack half the time as they dont have an attack card with which they could reach the enemy. Not that it matters as they cant damage the skeleton shield monster. Worst is when it is a character THAT I KNOW COULD DO THINGS:)
Then they slowly die and thereafter all my characters:
a) there are 3 skeletons that have shield rush. So it is 17 damage per turn per enemy.
(My characters have 28 and 23-30 hp depending whom i take). And it seems to be buggy. Germbrood bone warrior.
b) there is one single overtype bat, that can reach everyone and deals massive damage 20 or so.
c) there is one necromancer or what, that deals AOE damage on everyone with 6-8 damage. OF course NPC-s will refuse to target it.
d) there is two poison spitter, who poison my guys and mark one or more zombies to explode.
e) a combination of all of these
and as a final addition pretty much by the second turn i have on the 9 available tiles 8 enemies at least. I just cant kill more than 2 enemies in the first turn:P
Having this on level 2 is a bit OP. And no there is no way to level up afaik, since there is no other place to...fight.
I unlocked and equipped a few artifacts, but so far even with enhanced versions they do not seem to balance this out.
Tried so far with Cat and Bertram: had a terrible spawn so his ballistas exploded, though they were so far the most useful.
Cat and Ida: Ida's pets are completely useless here, as they go down very fast, are unable to do any damage, and the spirit link just lets her get hurt for 15 or more damage.
Cat and Pierre: They just die:) If they guard, they die cuz of that.
The enemy should be doing 9 + 8 if there is a guard up, but it almost seems like that the guard does not function against this attack, though i dont see that mentioned anywhere:)
(bought the game ages ago on GOG)
So Germbrood bone warrior seems to be bugged, they do a steady 17 damage. Even on enemies that do not have guard up. (Lucius just moved as an NPC to the front row, to get killed. No guard up nothing, but got hit by 17 plain damage.)
Also all undeads but 2 are level 4(from 9-11) vs my level 2 characters:) And usually at least 3 are heroes:(
on the 9th try i won.
Because there was only one named enemy, and i gained a very über item while doing the tutorial. Every turn start 4 HP healed.
Why not just turn down the difficulty for a level or two then? You can turn it back up later.
The very early game can be brutal on the highest difficulties depending on your starting decks and ability to avoid hits. But since ally AI is poor, as you noticed, it can be a bit frustrating.
That said, Bard Naran is probably the easiest starting deck, so I'd consider using Vigor + Scatter Shot.
Was a while ago since i played, but yes i remember the Bard girl being OP.
But the difficulties under nightmare were just too easy.
That's why you turn it back up. Probably at level 3 even, since you can get a great card for Cat then.
Well i've done it:) Went for Lus, with a bit of effort won the round, then went to get Betram. Lus immideatly died:D But won again, so now i can hire Lus from Guild Hall.
Also getting more and more quite OP items. This at least balances things out, but the true difference was that ring i got, since like that the druid girl can keep healing as she gets 4 HP back every turn:)
but actually using betram.
Cat, Ida, Betram.
Yeah you can do the same to get a better card choice, too, as long as you don't actually pick one (or the respec point).