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(6) turtle life principle, you pinned it.
You forgot "suicide items" class. Like with ability "attack on pass". You no more can pass the exploders wtih it.
I understand where you're coming from with this analytical approach, but it's not really designed to this philosophy. We wanted to make a game where item effects can drastically change the way you play, as opposed to the dry numerical approach a lot of games take where everything is "number go up".
(2.1) People often get Minimalist achievement with Hermit's Tiara.
It's a bit of a trap item though, and frequently overestimated. You miss out on a lot of stats and effects by limiting your inventory but it's certainly possible to finish the game with it.
(2.2) There are 20+ items with Poison-related effects, though a portion of these start locked. Plague Spellbook is considered the best spellbook by some players, and Sadistic Will mask is incredibly powerful.
Interesting thoughts about Petrify.
(4) I agree this would be good. I can't recall exactly why we decided to only allow front card targets, it may have been due to touchscreen awkwardness (Switch). Probably worth revisiting the consequence of changing this.
(5) Like you say there are a few items which mitigate it. Ranged creatures are designed to force players to rush them or avoid them.
(6) In the future we want to improve item reroll to help players find synergies as the item pool grows. This will also help your concluding thought.
Finding something broken early is effective on Normal difficulty where special rooms generally have corpses, but not so much higher difficulties. More of the strategic nuance may come to light as you play - part of it is learning quirks of the special rooms and creature behaviours. eg. If you stand between an exit and a Scrounger, the Scrounger will move away from you and not exit. That kinda thing.
(7) Yea, I think this could be good. The team's had a few discussions about Wishing Well to this effect. There's another discard Spellbook coming, too.
I'm still processing it all, but; it sounds like I need to do two things - one, play more fluidly instead of trying to commit to a build, and two, I know I definitely need to try stealth more.
Stealth is just tough to use, and super risky; Candle gives you an 80% base chance to be hit, and Dark Gem decreases that to 60% - but at the cost of -2 speed, which means you'll need to use the Stealth option even more. I'm just learning when to take the risks, is all. I'm also very likely trying to kill too much - which doesn't give loot, it just gives souls - and not that many in the beginning.
Regarding Petrify, a thought that entered my head was - what if the the percentage of HP that was petrified when the monster died, was the % chance it had to 'Freeze', and not use death effects?
Either way, I'll have to give it some more goes and see where I end up. I'm 10 hours in, I'm enjoying the game, I just wanted to get my thoughts out there, and see/learn areas I could improve my plays upon.
Thanks!
Mastering its use is a core part of the strategy, as even though the Stealth chance starts very low, the game is balanced around failing stealth frequently.
In some dungeons you get more leverage by equipping before attacking, even though you soak a bit of damage moving around.
I think you'll find more success with an adaptive play style, like you suggest. Making the most of what's available. It's a bit more like a drafting system in that regard, it's very rare to get perfect inventory synergy but a lot of items have cross-synergies.
I think there are builds you can make work for most of those (spoilers on my 2 wins down below)
Quick tip though, if you're not absolutely requiring an item, SAVE YOUR SOULS! Getting a legendary for (160) souls will MAKE your run! Legendaries are game changing, and once you have a legendary or two, you can decide what to put the rest of your souls into! Would highly recommend trying this.
My first bunch of runs (not that I'm remotely experienced), I did try to get lots of high-stat items, e.g high attack and very high speed, basically the biggest glass-cannon, one-shotting every enemy before they can hit me. I had some very good runs with these ideas... but none that would have worked for the [end] :)
First Win (Normal Mode) - Mass defense, had Bloodstone (80% chance on attack to heal 1 hp), and on-parry, "reflect" (deal) 5 damage. Basically just sliced and sliced, taking minimal damage (since I have like 30 defense, was nuts), healed a tiny bit every round, and enemies just killed themselves.
Second Win (Hard Mode) Again mass defense, but this time I had Petrify! I didn't get good Petrify cards until literally the last 2-3 areas, but I got super lucky with them and decided to try this out.
Spell - Book that heals for however much Petrify a target has. Normally this will only give you, maybe max 9 healing. Not bad, but extremely situational (cannot heal on demand, need to constantly have an enemy with Petrify)...
Main Petrify Source - Ascension (+1 Petrify on attack, per 4 health. I had about 40 HP going into the final fight, giving me 10 petrify/attack. Absolutely insane Normally I would have like 20-30 hp here, but I got this item a couple waves earlier and a few other items spawned more hearts, so I was 100% focused on hearts.
And, the final item was Crushing Concoction (Healing missing Health becomes Petrify to all creatures).
Yeah, the entire build was literally "hit an enemy 2-3 times (give him 20-30 petrify), get low HP, heal it all with one spell ability, wipe the map, collect victory." (Still a LOT of close calls, but I was fine)
edit: I was dealing so much map-wide AoE, that I was actually able to get over 1900 souls during the final fight.
You should nerf hermit´s tiara, it is very very op
If you want to try hardcore stealth, you can try Misting Vessel, and combine it with an item that requires you to limit the number of equipped items. Hermit's Tiara is the most obvious choice there. Please refer to my guide for Tiara, for more information.