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My shame is limitless
Also, apart from the "don't care about the win, just want to end fast" approach, it's notably good on Sana, who's got both enough HP to survive both a first encounter with the King and other players' subsequent attempts to kick her away, and a Spirit stat that both helps with breaching and the King fight itself.
Just for that, I'll probably add a section for Watch. Thanks again for your input and feedback. ;)
Mais bon, fin, j'arrête de déblatérer. Je crois m'avoir assez bien expliqué, et le guide est excellent. Bravo, mec, tu le mérites!
I'm not a big fan of Watch. It does help a little throughout the game, but less than an extra stat point of any kind, imo. As you pointed out, its main purpose is to breach early on (very early on, as gathering all the right symbols isn't that hard anyway), and that's a point in the game when you often don't have great equipment yet, hence the King is still an actual threat, and probably has too much HP for you to kill him on the first time you try.
Sometimes, stars align, and you're already all set to defeat the King by day 3, and just need to get in, but relying on that is a risky bet, since you can't know in advance whether it will happen or not. I find it a bit similar to playing Fang with a Rot amulet. It's fun, just not optimal.
Now maybe it's just the Thane main in me speaking. ;)
I'm curious, though - I notice your list of non-trash-tier amulets does not include Watch, which surprises me. Guaranteed first symbol on Perils is highly underrated IMO.
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As you say, the game is won by breaching the Palace. Watch is the breaching Amulet, more so than even Think. In a game where skill is expressed by mitigating RNG as effectively as possible, it hard-mitigates breaching RNG by removing not just a symbol from Palace perils, but the Wyld symbol, specifically - the symbol that is both toughest to draw (raw 14.5% chance) and most tempting to use rather than keep (associated with healing).
Proactivity is crucial: by giving yourself the power to breach easily, you free yourself up to focus on positioning and timing your breach to make it harder for other players to respond.
Watch makes burning cards on perils much safer. This is a soft upside, but it does facilitate your cycling; you're not completely tanking your hand by taking this over Think.
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Sacrificing a point in Wits from Think means giving up the overall strength of an extra card in hand throughout all phases of the game. Stronger at the end; weaker everywhere else.
Becomes a nothing amulet the second you complete your fourth quest.
Given the previous, taking Watch basically yells "I'M BREACHING EARLY!" at any player smart enough to check everyone's jewelry.
Conclusion
Watch is an underrated and powerful amulet in any situation where (1) you are confident either your character's statline can bear the strain it puts on your cycling; and/or (2) the hero lineup this game may pose some challenge for you getting to all 4 quests (think Hargrave/Elyssia).
Yes, it is an Amulet that requires consideration to use effectively, but this is a guide that exhorts players to exercise consideration in order to win more consistently. Watch should be in the lineup.
There's a whole section about the King fight in the guide. I believe it contains most of the advice I could give you.
It's entirely possible to still die to the King a handful of times in a row though. The game involves luck, after all.