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Walh Hara
May 11, 2012

Carecat posted:

I started with Sigiled Seaweed, 50% chance to silence enemy entering the train. It even affects bosses and their spawns and totally neuters so many enemies.

But then there is stuff like Jackstrips that does 2 damage for an enemy moving between floors, garbage. Quite a lot of artifacts that don't scale at all.

Jackstrips is a bit weird, late game it's not that useful but early game it's very solid. 2 damage every turn is really valuable when half the enemies have 1 hp and 6 free damage on everybody (by the time they reach the top room) makes a huge difference.

Game is good. I'm on covenant 6 now after about 10 games or so? I often end up thinking stuff like "I wonder if this combination is actually good or whether I just got lucky by this overpowered artifact/5 copies of insane upgraded spell/20 copies of quick +30 damage 0 cost multihit spider/etc". While I haven't played enough to be able to compare the clans they are certainly all capable of feeling completely overpowered with a bit of luck.

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Walh Hara
May 11, 2012

Jedit posted:

I think, though, that you can usually tell if a run will win before you reach Daedalus and often as early as the first floor. You need to get that good start towards a broken combo. The last half of the run then becomes seeing how silly you can make it.

I partially agree.

On one hand, some artifacts and some unit combo's are so overpowered that if you get them early you know already what you have to do and can focus on that.
On the other hand, some artifacts and event rewards are so overpowered that if you get them in the middle of the game it's still worth changing your build around for them. Since you don't always get lucky at first you often do need to keep an open mind.

In addition, very often you have a build that's really good at killing end game chaff but really bad at killing end game bosses or the other way around. Usually these do fine early anyway but it's quite important to realise when this is the case and adjust as necessary. So you start with one strategy before daedalus, but afterwards you still have to look for another combo/strategy to adjust.

I don't remember any games where I knew I was going to lose before I reached Daedalus. That said, I'm only on ascension 11 and I can image it's different on higher difficulty levels.

Walh Hara
May 11, 2012
My main problem with Hellhorned (and stygian) is that they have no good way to tank or mitigate damage. Some units have decent starting health/armor, but lategame that's never enough and you need some sort of heal/lifesteal/revive/damage shield/stealth/quick if you want to keep your big unit alive and healthy until the boss shows up. The armor spells don't scale and are generally not that strong. Your best bet is getting an endless imp but that uses up an unit slot, a card draw and 1 energy every single turn. Stygian kan try to mitigate by first killing things with spells and the armor on incant unit can help a little bit.

Of course, you can always get a solution for this from your second clan, but it's certainly still a drawback.

Walh Hara
May 11, 2012
So after my complaining I decided to give it a try myself on ascension 10.



Thoughts:
* the artifcat that gives all demons multistrike was pretty essential for the middle game to be honest (before I had my spikedriver colony online)
* apparently when you use imp-portant on an endless imp you return that imp to your hand
* despite 5 march of the shields (of which 3 doublestack) and an endless imp it was still pretty tough to keep units on the bottom alive, but compared to other builds much fewer enemies reached the second (let alone the third) floor so I had much more time to set up boss defeating units there
* I was sad that I didn't find a holdover for my doublestack frnezied swarm (applies 2 dazed to all enemies)
* the 4 spikedrivers ants started with 50*2 damage
* probably still not as overpowered as the builds posted above

Walh Hara
May 11, 2012

Jedit posted:

Not fast enough, evidently. I'm trying that on C4 and getting loving annihilated by Fel every time. And it's not just me - streamer Baalorlord is up to C13 and has never won with Umbra as his main clan. The people bigging it up as busted had best start explaining what they're doing.

I have a covenant 8 win, it was something like:
- bottom floor: awoken unit with sweep+quick with a tank in front (I don't remember which)
- middle floor: umbra champion with trample III
- top floor: lifesteal on gorge unit (with +size enhancement) with morselmaker
Key spells: 2 copies of the umbra spell that gives lifesteal
Key artifacts: most importantly the item that gives +3 energy if you play 2 minions

So I had the bottom floor clear out squishy back liners, middle floor is just big damage from turn 1 that I gave lifesteal every once in a while and top floor was just preparing for the boss.

Meanwhile I'm getting my rear end kicked by covenant 12. I retried my last run twice now to see if there's something I could have done differently and now I think it's winnable (last try Fell had only 100 hp left) but it's just tough.

I think I might have to stop randoming my clans in order to climb further.

Walh Hara
May 11, 2012

Blorange posted:

Does this game feel kinda 'samey' to anyone else? I've played through 4 runs and I've won them all by putting two runes on a beefy monster, duplicating it, and running straight buffs from then on.

Personally I don't have that feeling, but I would certainly recommend on climbing the covenant ladder. In Slay the Spire I kept playing ascension 1 even though I had much higher unlocked, but here I never play anything below 10. You end up with much more interesting decisions.

a fatguy baldspot posted:

where do y’all put the stygian champ? second row? i like him with magic amp and can’t decide if first or second is best. i’m not certain on vertical positioning at all really.

If I go frostbite then always bottom floor so that the frosbite has two more turns to tick. If I'd go pure magic amp I'd probably still go bottom to kill the squishy hard hitting backliners as soon as possible, but I never have.

Walh Hara
May 11, 2012

deep dish peat moss posted:

I'm pretty bored of this game after 20 hours and a bunch of wins. Umbra and hellhorned are the only factions that I personally don't find a snoozefest to play and I burned out pretty quick on Umbra/Hellhorned and Hellhorned/Umbra runs - it's virtually impossible to lose but every run plays out the same way :shrug: You can pick pretty much any unit in the game and just drop morsels and morselmakers and morselmasters behind it all day and it will kill everything

I was going to say I'm looking forward to checking it out after a year of EA but I just realized it's not an EA game :kiddo: hopefully they add some more content and work on balance anyway because the basic concept is pretty great

The only way I could see the game not being super easy forever is if they get rid of Holdover and the spell upgrade that removes Consume. Being able to consistently pick a card or two every run and play them every single turn for 0 or 1 mana is kinda game breaking.

On what difficulty level are you playing?

Walh Hara
May 11, 2012

Ragnar34 posted:

I lose two thirds of the time on c1. Are there any videos of people being good at this game? I need to know what I'm missing.

The dupe-5 thing keeps ruining my run and I don't care because I love it. If they want to nerf it, which they shouldn't, what they could do is x5 dupe a random non-starting card in your deck and make them all cost -1, or maybe make it so upgrading one of them upgrades all of them.

But yeah the hellhorned champion is pretty mediocre. He even looks less cool.

Filthy Robot plays C25 and tends to explain a lot. https://www.youtube.com/channel/UCLG0Nfn_ZKeH8Q-s4UiL3gQ/videos

Walh Hara
May 11, 2012
Yeah, pretty much every buff can be cast on enemies and this does not trigger spell block or damage shield. Razorsharp edge is a good example of this (it's very good against Daedalus bombs with damage shield), march forward (+10 armor, move to front) is another example of a buff that can also be useful when cast on an enemy.

Walh Hara
May 11, 2012

dyzzy posted:

Anyone have early game tips for Stygian/Remnant (this combo specifically) at higher covenants? Been bouncing off really hard at C21 usually to Daedalus.

Get enguled by smoke, put holdover on it and either get 2 copies (with -1 energy upgrade) or doublestack. It combines pretty well with all those fragile incant units/totems and the Stygian champion specialised in frostbite.

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Walh Hara
May 11, 2012

Avasculous posted:

Oh, really? I figured he just attacked it during the waves until death.

Does he go 1 floor at a time for it?

His relentless stage is after 9 waves. Afterwards he first attacks the top floor, then the middle floor, then the bottom floor and finally the pyre.

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