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the holy poopacy
May 16, 2009

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Junpei posted:

I avoid Myco like the plague, is there some sort of secret trick to him that makes him actually good, or is he really just a "gets good mana early into a round, then pivots to revival and his growth sides when he exhausts the Decay on his mana gain" type

Most fights can be ended very quickly, so for most purposes he's got the same mana distribution as Evoker with a couple backup sides and a Hail Mary revive option.

His spell is a bit meh though--you can pop it on anyone with an attack to do +1 damage for 1 mana, which is fine, but the drawbacks on it are awful compared to Vine. It does get better if you can match it up with value multipliers like poison/cleave/hit-all, so he does have some synergy, but by and large yeah I think he's pretty niche at best.

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the holy poopacy
May 16, 2009

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I really need to stop reflexively going "Seer? Yeah he's got good sides, let's go with that" when I have the cooldown burst curse.

the holy poopacy
May 16, 2009

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Having access to weaken helps since it has unusually nasty summons that can be easily negated. Having Trapper or Sharpshot to instakill slates is huge too. Herbalist also helps since you can use vine spam to down the slates at a relatively cheap 5 mana, which is better than nothing.

If I don't have anything that's specifically strong vs. slates I often find it more useful to focus the boss down ASAP and ignore the summons. The chip mechanic means you can blow through its HP pretty quickly if you play its minigame, so it's often more like 25 or 30 HP.

I do think it's a lot nastier than the troll king, but not necessarily any nastier than Tarantus.

the holy poopacy
May 16, 2009

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Slaan posted:

Tarantus really isn't that bad either. It's Basalt that is disproportionately strong

Maybe? I don't disagree but I have a hard time telling how much of it is Basalt being overtuned vs. me being a scrub. Sometimes it feels unfair and then sometimes it's an absolute steamroll. Which, tbf probably happens even more often with Tarantus but then at least there's the parting shot of taking out a party member. Which for certain bless/curse combos might mess you up more than the boss themselves if it leaves you critically low on HP for the next floor.

EDIT: regardless, I definitely feel Troll King is a step down from Tarantus

the holy poopacy fucked around with this message at 23:57 on Jan 23, 2023

the holy poopacy
May 16, 2009

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In terms of general strategy it's very much a "best defense is a good offense" kind of game, so prioritizing shields & healing is usually not a great plan. Prioritize damage & mana faces when leveling up grey and red heroes and don't be shy about rerolling for those faces, especially early in the fight. Try to roll a bunch of mana and attacks and concentrate on focusing enemies down quickly with a barrage of spells.

Blank faces are annoying but don't be afraid to take levelups with 2+ blanks on them, that's what rerolls are for. Plus there are a lot of great items that overwrite die faces, so if you over-prioritize heroes that have all their faces filled then you'll have a harder time getting value out of item picks.

One-use faces are also not nearly as bad as you might think at first. Having a strong start is more important than having lots of ok rolls available later in the fight, so take and use heroes with big one-shot faces.

the holy poopacy
May 16, 2009

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Smythe posted:

just killed hexia in 2 turns with the freaking thing that turns mana into dmg and triples and the rogue style dudes aoe echoing the huge dmg. incredible. amazing game.

e: i also had the clay which i hoped would double the tripler but it didnt.

Yeah, items always get applied sequentially. So the first copy of sharp wit transforms all of your mana sides into damage sides with triple the pips, and the second copy does nothing because you have no mana sides left after the first copy converted them.

the holy poopacy
May 16, 2009

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blursed hyper when

the holy poopacy
May 16, 2009

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silvergoose posted:

That'd be, what, curse after every fight, blessing after every boss?

that's already cursed-hyper, the only difference between cursed and blursed is extra blessings to start

the holy poopacy
May 16, 2009

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some plague rats posted:

Also I've been meaning to ask: is the Twin a joke class, or has anyone found a way to make those guys useful?

It's a lot like Statue, it's a gimmick that mostly exists for item synergies. The seal stamp item that gives every face +1 for each matching face is particularly nice, there's an item that makes all defends cantrips (although I think that one's a level 10 item, so not available in all modes), etc

the holy poopacy
May 16, 2009

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Jedit posted:

It's actually possible with non-random characters, isn't it? Leader with Silk Cape and Poseidon's Trident would have Cleave Reuse on the middle side.

The level 1 item that just swaps left & middle is also handy for this, much easier to arrange than Cape.

the holy poopacy
May 16, 2009

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Congrats!

I like Blursed a lot because it gets right down to the concentrated essence of Slice & Dice: taking a big pile of broken bullshit against a big pile of broken bullshit and seeing which side is more bullshit.

the holy poopacy
May 16, 2009

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Tann posted:

I don't like blursed personally but I'm glad I added it because a lot of people love it! It's fun to include any easy-to-add and potentially-interesting modes, though the game becomes a bit of a mess :)

Is there really any reason to have separate modes for Blursed and Cursed instead of just one mode with different difficulty options? It's the same ruleset other than extra starting blessings for Blursed, same as the difficulty selection on other modes.

(i ask mainly because if it was a difficulty selector then it could be added to cursed-hyper so that we could play blursed-hyper without clogging up the new game menu further)

the holy poopacy
May 16, 2009

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Rookoo posted:

Been getting back into playing this and having a good time.

Am I looking at it wrong or is the urn item/endure a bit crappy? Would probably find more use for it if it changed all the sides, but maybe it's better when you have the three item slots blessing and can move stuff around potentially.

It's niche but can occasionally do wacky things. Give Wanderer a greatsword that hits 4 times, etc. I think the main problem is that it's at kind of an awkward level for a combo piece where it's a high enough level where you want something immediately useful instead of something that might be useful in the future if the stars align, but not high enough level that you're likely to already have anything to work with.

the holy poopacy
May 16, 2009

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Tunicate posted:

that's an issue with a lot of the low level items like ballet shoes or whatever

It's not as big a deal for level 1 items since a lot of them are pretty marginal and tend to wind up pretty obsolete in the long run, picking the urn is more likely to mean passing on something useful.

the holy poopacy
May 16, 2009

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Veryslightlymad posted:

Always Pick Eccentric feels like a winning move. I don't necessarily always do it, but by and large, I am pretty convinced they're the king of the Yellows. That fork being on the right is an absolutely filthy piece of tech.

Picking eccentric in cursed/blursed guarantees that your next curse choice will be between Rightmost Blank and gently caress You.

the holy poopacy
May 16, 2009

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Half of Dracula posted:

Scoundrel sucks and I don't care for defender neither

As opposed to all the other great level 1 grays?

the holy poopacy
May 16, 2009

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Fitzy Fitz posted:

Nope, just playing Classic/Normal. It won't let me start with a normal yellow. It's generated every time. Have tried dying, switching to other modes, etc.

It doesn't do it when I switch to Hard.

Maybe a dumb question, but are you getting to level 3 before dying? The game has an anti-scumming measure and won't reroll starting classes unless you spend a minute to get a couple levels in.

the holy poopacy
May 16, 2009

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Veryslightlymad posted:

I don't really like playing with blessings or curses very much. Which one is Bolt? Is that the bigger burst or the cleaved one? Did I dream there being a cleaved one?

Edit
Honestly, my favorite is anything that kills the enemies' right hand side. It's almost always going to be the scariest ability the enemy has, and the change from "this ability is dangerous" to "this ability now does nothing" is a huge swing.

Bolt is its own spell that you get permanent access to, 3 mana for 5 damage. It's great damage efficiency and also makes curses that nerf burst way less dangerous.

I'm not a super pro expert but here are my thoughts on the top 10 blessings (although granted that's like almost half of them.) If you're lucky enough to get stuff mostly from this list and mostly towards the top you will probably make it past level 100 and if it keeps up you have good odds of beating 200.

-Shrink is probably the 1st or 2nd most powerful blessing in a vacuum, it means going through a lot less enemy HP overall and trivializes some fights that can be very painful otherwise.
-The trifecta of Bolt+Leylines+Fizzing is hugely powerful and synergistic and getting 2-3 of these is the backbone of a big run.
-Treasure Seeker is extremely fun and can occasionally give you broken item combos, but most importantly it makes a lot of curse items way less harmful (in particular the handcuffs are basically a freebie.) Also, level 10 items have some broken stuff that can make the last boss way easier.
-Jewelled Chalice also plays off the big spell trifecta, although it's not quite as good as Leylines or Fizzing.
-Preparation gives you a much better margin of survival during the most dangerous turn of every fight.
-Save Spell is pretty amazing, it's not as good a bread and butter as Bolt but it is a huge clutch spell.
-Boss Smash makes boss fights a lot easier, although boss fights are not necessarily always the biggest obstacles.
-Turn 3 Heal is OK, it's not as good as Preparation but it's a decent safety net, especially once you start racking up Sandstorm curses

The various reroll blessings are all solid runner ups and having one of them is pretty key, but I usually don't like to take them on purpose because there are so many that you have good odds of picking them up as random blessings when you're choosing between two duds (which means that if you take one, random blessings could give you even more rerolls that are probably mostly redundant.)

I'm generally less of a fan of the item blessings but Silk Cape is pretty fantastic, having it guaranteed makes item & levelup picks very fun.

Also, note that if you get a roll for a level 8 blessing that only a few of the level 4 blessings have an upgrade so you often know exactly what you're getting. Boss Smash and Fizzing both have good upgrades (I know I said Boss Smash is fairly low priority but Boss Smash+ is enormous), Jeweled Chalice and Survival Specialist have fairly lovely upgrades. I don't know that there are any other blessings that can show up in the level 8 pool.

the holy poopacy fucked around with this message at 17:28 on Mar 21, 2023

the holy poopacy
May 16, 2009

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Yeah, it's mostly for curses. There's a couple other items that add HP in return for penalties, and if you're playing loot mode or have the extra item slot blessing you can do some weird combos with urn or something I guess? But if you don't have curse items you're probably not going to have much use for it.

the holy poopacy
May 16, 2009

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Orio posted:

Hexia is fine, but ideally the other bosses would ask interesting questions of your build as well. Having Hexia be interesting and the other bosses as generic strength checks seems to throw people for a loop.

I think the dragon vs Hexia is an interesting split because the dragon is such an overwhelming strength
check but the when the ghost samurai guy gets added into the mix I'm not really sure what he adds.

the holy poopacy
May 16, 2009

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distortion park posted:

The hand really rewards bullshit strong builds, you can't get by with some fair thing hoping to grind him down.

Is that really that different from the dragon though? It's pretty rare that you have a build that will beat one but not the other.

the holy poopacy
May 16, 2009

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Raine posted:

insta-kill a small imp next to her and it will cleave kill her as well regardless of her HP

:stare: I never actually thought of trying this, every time I've had cleave instakill I painstakingly set up adjacent enemies to have <5 HP

the holy poopacy
May 16, 2009

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Cyanide Pill is a powerful high risk/high reward buff if you have good right sides and Determination or Pentagram. You have a time limit of 2/4 turns, but until then you're a beast.

There are a few +HP/add penalty keyword items that synergize with Bowl, and it does negate a lot of curses. It's definitely super niche though, mostly you only see items that specialized at levels 1-2.

the holy poopacy
May 16, 2009

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I haven't really been following updates but isn't customization sort of a focus of the next big update?

the holy poopacy
May 16, 2009

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You're free to not like things but "a design decision I don't like" is not necessarily a bad design decision

the holy poopacy
May 16, 2009

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Veryslightlymad posted:

Awesome.

I recently discovered level 4 heroes after actually playing with curses and taking a curse that was -1 hero.

It gave me a relatively broken character with a cool background. Playing levels 21-30 sounds like you're very likely to have more level 4s.

..............but will there be generic level 4s now?

One of the features that's been teased is that the game can now scale any class up/down level, so you can have (theoretically) appropriately-scaled versions of any level 1-3 class. Not sure if the game will pull those in or use randomly generated classes or use all new level 4 classes.

the holy poopacy
May 16, 2009

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MrQueasy posted:

Wait, there are level 4 heroes in 2.0? :aaaaa:

Yes, you have to perma-kill one of your party members before they get to level 3 and then keep making progress until you get to a levelup where your remaining heroes are already at level 3. At this point the game will offer you a levelup choice between randomly generated level 4s.

the holy poopacy
May 16, 2009

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Pros: green heroes are hilarious
Cons: grey lost its only two fun classes

the holy poopacy
May 16, 2009

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4x housecat runs in custom is a good way to see some really silly stuff.

the holy poopacy
May 16, 2009

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Einwand posted:

The new "The Inevitable" boss seems rather overtuned, the only ideas I have for how that thing is ever killable is titan's bane potion or it being one of those runs where you stack an absurd amount of poison onto something.

Really? It seemed considerably easier than the other final bosses. The defense seems like a doozy at first but its offense is drastically weaker than the rest. I'd think it would take an extreme glass cannon build to have any trouble with it.

the holy poopacy
May 16, 2009

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explosivo posted:

How so? I had a good run last night with cantrips and I didn't really notice a difference. It's been a while since I played though so maybe I'm misremembering something.

The juggler specifically got nerfed with a caltrop side, although it's almost a wash since they also got one of their 1 damage cantrips upgraded.

Some of the new monsters punish attacking indiscriminately, although I don't think there's anything super gamechanging.

the holy poopacy
May 16, 2009

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Green heroes are all gimmicks. You can potentially do lots of broken things with them but they do tend to be more dependent than other classes on finding good items/class synergies.

the holy poopacy
May 16, 2009

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Yeah, the generated items I've seen have been nuts. Had one that replaced the middle row with cantrip attack+mana, and another that added self-repel to all sides. I gave the latter to a generated T4 yellow that had some giant damage sides and it would just obliterate all enemies targeting him when he used one of those attacks.

the holy poopacy
May 16, 2009

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Veryslightlymad posted:

There are generated items? What mode has those?

They mostly show up at item quality 10+, so usually takes endgame levels in a mode/difficulty that has blessings, but I did get one somewhat earlier than that (anvil? I forget.)

the holy poopacy
May 16, 2009

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Inexplicable Humblebrag posted:

it sucks to roll X's therefore eccentric sucks, imo

i will admit i didn't clock on to the benefits of the righthand sides being the good ones - i vaguely understood there were a lot of items that give +righthand bonuses, but didn't consider petrification. still hate the weird little fucker though

It's not just the right side bonuses--there are a lot of items that overwrite the left or middle side with something nice, but since that's where most classes have their good sides those items often wind up being a very marginal benefit since you give up something that's often about as good as what the item gives you. Since the Eccentric has blanks there these are all upside.

the holy poopacy
May 16, 2009

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CainFortea posted:

There's also a lot of items that are "Replace blank sides with Range 2" or something.

Sure, but those are less specific to the Eccentric because 3 blanks isn't as much of an outlier.

The main problem with the Eccentric is that in cursed modes you will probably eventually get the curse that turns your right side into a blank. Hope you didn't pick it up on level 16 of a loop you already have Eccentric on (this is exactly when you will roll it.)

the holy poopacy
May 16, 2009

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Pain of Mind posted:

Also, any idea what the record for Blursed ended up being or is it known? I know a while ago I had a decent score here, but I am sure it got beat at time point.

Somewhere north of 500, not sure how high it got run up.

the holy poopacy
May 16, 2009

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Dr. Stab posted:

It's hard to say where you're going wrong on not being able to beat hard. There's a lot of kinds of decisions in the game and I can't tell you where your blind spots are. However, most likely, as a newer player, you're not settling for mediocre sides enough during rerolls. As they say, Cs get degrees.

Also, some new players play too defensively. The enemies generally have more attack than you have defense. Plus they have things like petrify and poison and summons that will scale their advantage over time. They are going to kill you, eventually. You can slow that clock down, but the only thing that can put you in the advantage is killing enough of them that your defense now outclasses their attack.

Yeah, broadly speaking you want to focus on mana > attacks > heals/shield.

I feel another newbie pitfall is being too afraid of blanks/single-use sides. It's good to have a mix of heroes with lots of reliable sides and heroes with a few big sides, because they fill different functions and benefit from different items. And single-use sides are almost always worth it, you want to wrap up fights ASAP anyhow so getting upfront power in exchange for losing a side is a good deal.

the holy poopacy
May 16, 2009

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Jedit posted:

What the hell does the Zeroed keyword do?

Basically turns off keywords that directly mention the size/number of pips on the face (by making them count the face as 0 pips, while the main effect still works as normal.)

The main use is that it can zero out pain sides, although it will also nerf some beneficial keywords (e.g. an attack with managain will turn into attack + 0 mana.)

the holy poopacy fucked around with this message at 14:36 on Mar 24, 2024

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the holy poopacy
May 16, 2009

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I'm not really a fan of Ghast even if you have a way around the death effect. You still have to dedicate resources to letting him use it and his mana generation is awful if you don't roll the death side. His spell is pretty bad and gets worse deep into cursed runs where you will probably have a limit on how many bursts you can cast in a turn, and it doesn't synergize with his big burst mana potential. 2 weakness is a neat trick but I don't think it's enoguh to carry him.

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