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the holy poopacy
May 16, 2009

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Fun Shoe
I was skeptical of the old version and never bothered with it but the new stuff is pretty great. Every time I read about how the game used to be I feel more confident in my decision to hold off.

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the holy poopacy
May 16, 2009

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SKULL.GIF posted:

Best tip I can give to new/returning players is to prioritize evade, block, stamina, armor, and soul hearts (in roughly that order).

Also hold onto your dashes until you absolutely need to use them.

Don't sleep on armor, if you have more than a couple points then blacksmith shops and repair powders (repeatable 10g purchase in the tavern, if you have cash to burn you can spend a few nights cycling tavern patrons until the vendor shows up) give you insane amounts of healing relative to all other layers of health. Block and evade are valuable for absorbing the occasional stray bullet since they auto-refresh but if you're taking damage regularly then you want armor more than anything else.

Another important newbie tip: you can blow up locked chests for a default money reward, and possibly some souls and maybe a key if you're lucky. Bombing blood chests also seems very likely to get you a health vial refill, so don't be scared to take blood chest rewards even if you can't afford to pay the health cost to open them (as long as you have bombs.)

the holy poopacy
May 16, 2009

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Armor can give you a lot more than 3 hits before death and can be regenerated much more easily than health. Occasionally you just won't find any defensive items but that's more the exception than the rule.

EDIT: I also like the tent starting item as it gives you guaranteed healing every floor, you do have to grind a certain mastery level to unlock the second row of starting gifts but the requirement is pretty low.

the holy poopacy fucked around with this message at 06:35 on Dec 23, 2023

the holy poopacy
May 16, 2009

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Fun Shoe

Teriyaki Koinku posted:

It was a bit awkward adjusting to the new mechanics at first (the game is a lot more stingy with epic and legendary weapons now and you have to actually avoid bullets now on mid-level floors which is fine) and felt some information overload, but I feel like I'm getting used to the new feel now. I managed to beat the shadow guardian boss on my second run, but now I have to deal with the karma mechanic to get any further.

How do you boost law to get through the first gate? It says you need an overall +4 law score to advance, but then how do you get sin or negative karma for the hell level? Also how do you get the keys to unlock the grate after Death but before the shadow realm?

Now that you beat the guardian, several of the regular boss rooms will have exits to a law-aligned shop where you spend souls for a selection of items and each purchase boosts your Law alignment. So it's a little power boost too since you get extra opportunities to convert souls into stuff.

After you get through the law gate and beat the boss there, heaven and hell gates open up as alternate level 11s with the same deal: beat the guardian to open good and evil shops, go through aligned gates and fight alternate level 12 bosses.

the holy poopacy
May 16, 2009

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Fun Shoe
The grate is future content if I'm not mistaken. You get a key from clearing each of the Law/Good/Evil paths.

the holy poopacy
May 16, 2009

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Fun Shoe
One pitfall I'm seeing people elsewhere struggle with: don't be too picky about food even if it's the "wrong" stat. The passive bonuses you get from off-stats are still helpful, there's a good chance you find a weapon that has cross-stat scaling, and you want as much experience as you can get anyhow. Falling behind the experience curve is extremely painful because it's not really linear, you want your build to be more than the sum of its parts and a lot of traits might not do much on their own, so getting more traits faster is very important to get things to start popping (especially if you do have a dud roll that needs more support to do anything for you.)

the holy poopacy fucked around with this message at 01:53 on Dec 24, 2023

the holy poopacy
May 16, 2009

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Fun Shoe

deep dish peat moss posted:

Ranger's class ability is a baseline 1 Evade. There are a couple items that have it, but not a ton, and they're pretty rare because yeah Evade is very good.

Here's a full Cinder 10 playthrough as a Demon Hunter :2bong: Demon Hunter is the strongest class IMO for reasons that are evident throughout the video (super fast leveling, doubled dice reward rooms)

https://www.youtube.com/watch?v=FGP65GlLgoA

Survivability in general is good but overwhelming damage is better IMO, which is fairly easily accomplished with proper use of dice and picking the right rewards.

I started playing in beta and demon hunter was one of the first classes I tried, and I liked it, but by the time I really got the hang of the game I had moved on and was trying out other classes.

I just unlocked demon hunter on the full version and jesus christ lol hardly any bosses got an attack off (this includes Death.)

the holy poopacy
May 16, 2009

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Fun Shoe
Cyborg's unique talents feel pretty meh to me although if you stick with unarmed he does have ROCKET PUNCH

Esper's uniques are mostly about non-attacking sources of damage, which isn't particularly my cup of tea but is good for a gimmick run when you get bored of the usual.

Superhero is my favorite unique talent tree, you only get one unique pick but they're all super high impact and allow for some ridiculous gimmicks.


Veryslightlymad posted:

Time was, they were great value to unlock the hard way. But now that things have changed, it feels like both their value has gone down and the cost has gotten more terrifying, making them seem useless. (Do they even have max hearts any more?!?!) So I have largely avoided those rooms.

You can get max hearts from blood chests, although they mostly give out charms and stat growth pills. Blood chest mimics are slam picks though, they are one of the tougher mimic fights but still way easier than bosses for a very good shot at an extra heart.

Blood altars can also be bombed for flask refills and the normal rewards generally seem less worthwhile (although at least you can see them in advance I guess?)

the holy poopacy
May 16, 2009

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Fun Shoe

Turin Turambar posted:

How do you gain access to the second set of classes? I guess you need to advance first the world tier.

Yeah, unfortunately they're all gated behind post-Death bosses.

the holy poopacy
May 16, 2009

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deep dish peat moss posted:

It's worth noting that if you stock up a lot of blue dice and use them all at the same levelup the talents all only appear once each and eventually you'll start being offered the superhero and esper talents on any class. I think this takes around 14 blue dice to start happening though (so you need even more to fish for a specific one). You don't have to expend every non-superhero/esper talent in the pool, they just start popping up after a while. It's not very feasible to aim for but if you have the excess dice and your build defining talents you may as well because those superhero talents can give 5 hearts/armor or 30 to a stat.

You can also sometimes get superhero talents at level 6 on any class even without reroll spamming unless that changed since the beta

How on earth do you even get 14 blue dice :stare: I rarely seem to see more than 3 or 4 dice rewards offered per run, even with the +1 ethereal dice per pack meta ability and the starter pack that's unlikely to get you past 10.

the holy poopacy
May 16, 2009

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Fun Shoe
Sure, but the average number of arcades per run is 0.

the holy poopacy
May 16, 2009

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Fun Shoe
Wow, I don't know that I've ever gotten more than 15 spins. I think 10 spins is 100% safe, it can definitely break on 11.

the holy poopacy
May 16, 2009

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Fun Shoe
Rewards are definitely influenced by luck, but I don't know that number of spins are. Even with super luck superhero runs they seem to break 12-15 spins in (with basically 100% hit rate.)

the holy poopacy
May 16, 2009

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Fun Shoe

Captain Flame Guy posted:

How do you unlock the second set of classes?
I ascended the throne as the ranger through the middle path, but didn't see anything of the sort related to unlocking the classes.

I'm currently on world tier 5.

Every advanced class unlock involves beating a specific level 11+ boss with the corresponding basic class. Now that you ascended the first throne a fair number of them should be visible on your class unlocks tab (the padlock icon at right on the character select screen) but you will need to progress a couple world tiers to get the rest of them to be available.

the holy poopacy
May 16, 2009

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Fun Shoe
By the way, for anyone who's not following development, the dev posted this teaser for the new headline feature of the patch that's supposed to be coming out Friday:



Seems like a pretty elegant solution to survivability issues--souls are largely pointless until you get to the post-Death alignment routes and even then it's often difficult to find worthwhile things to spend all of them on. This should make them immediately relevant and turn the alignment shops into more of a tradeoff: if you don't need the extra boost you can still go hog wild on soul shops, if you're struggling then you have to juggle your soul purchases very carefully but should still be able to buy several upgrades and get enough alignment to unlock level 12. (This also does make the throne requirement metaprogression perk more relevant since shaving 1 point off the reqs gives you a lot more leeway to plug souls into upgrades.)

Captain Flame Guy posted:

Where do those tainted rooms come from? They seem real nice!

Tainted rooms are the Demon Hunter's entire class mechanic and it does indeed own. Early floors are boring enough that the extra enemy spawns are a welcome diversion and later floors are hard enough that the tainted spawns aren't going to make a real difference, so it's pretty much just free loot.

the holy poopacy fucked around with this message at 16:05 on Dec 26, 2023

the holy poopacy
May 16, 2009

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Fun Shoe
There are a few secondary attacks from traits/equipment that do body damage. Fists are more viable than you might think, every glove item in the game now gives some kind of boost. Also note that the monk's mechanic only requires body damage to charge his bonus, so you can still pack a real weapon to abuse the bonuses with.

the holy poopacy
May 16, 2009

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Fun Shoe

Shaman Tank Spec posted:

So what's the deal with the souls you collect? I've had about six runs of the updated game, completed it on one character, and I've never seen a single place to spend them in.

There are shops that deal in souls (there will always be at least one if you find a black market, and they sometimes randomly show up as regular shop rooms.) They're pretty rare until after you make more progress on your save, which will make special soul shops show up more consistently.

There's an update slated for later this week that apparently will let you spend souls for bonuses at the start of (some? all?) levels.

the holy poopacy
May 16, 2009

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Fun Shoe

juggalo baby coffin posted:

i wish you still got hearts the old way. i keep getting to the endgame with 2 fuckin hearts and nothing else because i never, ever see heart containers

Blood chests (and especially blood chest mimics) are your best bet for heart containers, other than that just put on some armor.

There is a patch in beta that should go live in a few days that will let you buy heart containers at the start of every level for 30 souls a pop and also lets them show up in shops.

the holy poopacy
May 16, 2009

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Fun Shoe
Honestly I think if you're trying to figure out exactly how your stuff works you're probably doing it wrong, just hunt for things that boosts keywords you have and watch number go brrrrrrrrrrrrr

the holy poopacy
May 16, 2009

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Fun Shoe
Even without soul scarf abuse the base level difficulty just isn't really hard enough to make RNG a serious concern. There's a difference between "the RNG won't give me the thing I want" and "the RNG won't give me enough things to win" and the game is a lot more manageable if you're willing to lean into the things it gives you.

the holy poopacy
May 16, 2009

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Fun Shoe

Ciaphas posted:

honestly i feel like adding the bonfires to the start of each floor was major overkill (but then i've been playing since 0.1.0, so)

I don't know that it really changes all that much balancewise, those souls are usually spent better elsewhere anyhow. It mostly just helps ease in newer players, especially before they unlock the alignment shops and have very little use for souls anyhow.

the holy poopacy
May 16, 2009

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No Wave posted:

The attuning is kind of crazy. You can do a lot of equipment swapping especially on the last three floors where you get free attunes before and after every boss. There's also ofc holding your 40 souls from floors 10-12 and then dumping them into soul scarf to get 8 soul hearts before your final boss.

True, although I think in practice it makes less difference than you might think. At lower difficulties you won't actually need the hearts and at higher difficulties the opportunity cost of not taking a more frontloaded starting package to get your run rolling faster might outweigh the advantage you get from scarf. It probably does need some change at this point but I think the range of runs that it will turn from a loss to a win is probably not that huge.

the holy poopacy
May 16, 2009

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Your Computer posted:

yes hello i have questions:

1) is it still not possible to save and quit during a run :negative:

2) the purple elite enemies, are you supposed to be bombarded with them from the start? i deleted my save and started fresh but even in the first room i had several elites

3) the game is good

1) No :negative:

2) They show up randomly once per floor unless you have one of the difficulty modifiers that increases that

3) Yes

the holy poopacy
May 16, 2009

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Jusupov posted:

Easy to get the achievement for 10 companions with +2 companion from the trait and the starter skeletons from necromancer

Ninja doesn't even need that, just get one of the traits that triggers your dash effects every X attacks and go to town.

the holy poopacy
May 16, 2009

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Mana may be unintuitive but it's purely a positive, to the point that effects that add mana drain to mundane weapons are considered pretty powerful buffs. It's true that the blue trait pool is a bit lighter on pure DPS buffs than the other attributes, but also mana users can ramp up their damage very efficiently just by grabbing extra mana containers.

the holy poopacy
May 16, 2009

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Fun Shoe
The bar pattern is generated in front of the wall, so at base difficulty you can just hug the wall right next to him and safely spend the entire phase hammering on him. That does go out the window with all the bullshit cinders throw at you, although at least it's easier to dodge through the prism when you don't also have to dodge the blocks.

the holy poopacy
May 16, 2009

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Fun Shoe
Oh hell, I never knew that the floor 11 shop gave alignment rewards, I thought it was just another generic soul shop.

the holy poopacy
May 16, 2009

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Some effects specifically grant a repeat, effectively doubling the affected attack. The extra attacks you get this way are repeat attacks and some things specifically modify them (by default, the repeat attack deals 25% less damage than normal, so it's not quite a straight double.)

the holy poopacy
May 16, 2009

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Fun Shoe

TooMuchAbstraction posted:

Desaturate/dim player attacks and put them on a separate layer that draws underneath enemy attacks. Bullet hell shmups have been doing this poo poo for decades, it's absolutely fixable.

On a related note, I've sometimes been hit by lasers that were wider than the warning indicators suggested. If an attack comes with a warning saying "attack will hit this area", and you're not standing where it says will be hit, then you shouldn't get hit by the attack.

Most lasers seem pretty generous but some of Primal Death's starburst laser patterns are really bad about this.

the holy poopacy
May 16, 2009

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TooMuchAbstraction posted:

Are red dice rerolls able to generate armories? What happens if you reroll an armory?

I had a run that didn't get a useful new weapon after level 5 or so, because I ran dry on bombs and the last two armories were both blocked by rubble :argh:

You can reroll preset rooms like armories and they just get rerolled into whatever. I have the backup armory perk on because I want some of the perks beyond it but the backup armory sucks so if I have dice to spare I almost always reroll it.

I'd swear that I've seen armories appear outside of the preset ones so... maybe you can roll one up, but they're so rare I wouldn't count on it. Probably better to just hunt for dragonslayer chests and whatever appropriate class chests.

the holy poopacy
May 16, 2009

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Your Computer posted:

where are you getting this option? :eyepop:


e: i mentioned it before but i feel like my runs are extremely feast or famine - either i deal so much damage i don't have to look at the screen or i deal so little damage that regular rooms start taking minutes

are there any bonfire upgrades that could help with this?

If you're using mana draining weapons, more mana is an easy DPS boost. Sometimes getting an extra heart or stamina means you can drop a defensive armor in favor of something with offense bonuses.

the holy poopacy
May 16, 2009

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RoboCicero posted:

Bad Enchantments: Enchanted bosses/double enchanted bosses would be so much easier if meteor, prism, party wasn't in the pool.

The upside is if you don't have double enchant or boss enchant then it's basically free, I don't really find the "worse" enchantments substantially harder than the harder ones in the regular pool.

Jedit posted:

Natural Burden is great under very specific circumstances. When you're Insanely Overencumbered (150 weight load without increases to base) you have 20-30% each of extra move and attack speed, crit, and stamina and mana regeneration. So if you have a build that doesn't specialise in any one stat and you have tally gear/traits and you can load up with bulky armour, it's just free stats supplementing massive defences. The best build is probably Best Friends Forever/Tiger Cub, which will tend to have innate 90-100% crit before Dex bonuses. With 2 block you can use the tally reduction trait to throw on rocket gloves and/or the boots that rain fire as you walk to constantly nuke the world with autocrit homing attacks. I'm pretty sure it could get a win without using a weapon at all, but adding a weapon with a debuff effect just makes it meaner.

Note that you don't get attack speed out of it, unless you also have the Agility trait. (Which is usually good to have anyhow.) You get very little in terms of offensive bonuses; there's an encumbrance modifier to top end damage, but even at Insanely Encumbered it caps out at +/- 20%. The main benefit (other than equipping whatever you want without caring about weight) is somewhere around 40% movespeed and stamina, at the cost of a lot of offensive stats. If the mobility is more important to you than offense it might be worth something. An int-heavy build that doesn't care about crits (either because you have reliable crits from somewhere else, rely on sources of damage that don't crit, or snuck Resolute Technique into your build) and doesn't have any traits/equipment that scale with int would be pretty much see all upside, though.

the holy poopacy
May 16, 2009

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Your Computer posted:

oh hey speaking of companions, is there a way to get more of them without removing their benefits? it feels like i'm missing something really obvious but in ~30 runs i've never seen any way to increase the companion limit without also removing their buff effects (i think it's a dex trait?) which kinda defeats the entire purpose

There's a red trait that gives +1 companion limit at the cost of making your attacks do minimum damage only, which is probably not worth it but is good for gimmick runs. (Also it's not clear how it interacts with crushing blows, if you have 100% crushing blow it might negate the downside?) Also a charm that gives +1, and I'd swear that there's at least one other +1 equipment item available?

Also, standard PSA: if a companion item has fractional companion weight you can just use it up to the limit to summon multiples, you don't need to hunt for another fractional companion weight item.

the holy poopacy
May 16, 2009

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SKULL.GIF posted:

There's also something that gives you +50% to minimum damage rolls. As for equipment I know of at least two that give you extra companion slots, the Sheep Costume and the Safari Hat.

You can also get companions through traits (Ancestral Spirit, Arcane Familiar) or gear (Hydra Wand, Beetle Armor). They don't give you stats (directly) but the extra source of damage is great for aura builds.

Oh yeah! IIRC the safari hat also penalizes the stat bonus from companions but it's only like -25%. Sheep costume is something like -50% damage to your own attacks, which sucks pretty bad.

Basically all permanent companions grant stats, even those that come from traits or items (and there's at least one weapon that gives permanent companions, the fiend codex.) I'm not sure the hydras count though.

the holy poopacy
May 16, 2009

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TooMuchAbstraction posted:

The floors that consistently give me the most trouble now are the ones where you fight adventurers. The floor with clerics that heal the other enemies is nasty, because if you don't have good DPS yet, you can be completely subject to RNG whether or not you'll be allowed to kill anything. And the one with all the griffons and archers and giant golden knights is just a clusterfuck of projectiles flying everywhere.

There's a limit on how many times the cleric enemies can heal per room. Generally it should only really be a problem if you're unlucky enough to roll enchanted clerics that can heal each other (especially if you're using the metaprogression option for fewer packs of enchanted enemies with more HP), normally the clerics should only be a moderate speedbump even for crappy builds.

The palace floor 8 does kind of suck, the other floor 8 enemy set has a few nasty tricks but is much more manageable. For that matter, the deep dark floor 9 enemies are probably easier than the palace floor 8.

Your Computer posted:

i mean, the fights against the end bosses become considerably easier if you can skip the worst parts of them and similarly they become considerably harder to avoid damage in if you have to endure them for several minutes

the only time i ever managed to defeat primal death was to kill him before the screen-filling laser attack, and likewise the only time i've ever gotten to any of the end bosses is when i've had enough damage to not get chipped through the last levels with their absolutely ridiculous enemy patterns.

Yeah, you can't really learn endgame patterns if you can't get there, or if you make it to the boss with 1 HP left. Yes, learning how to achieve face-melting DPS turns the game into easy mode. There's a reason people learn games on easy difficulty and work their way up to harder ones. DPS build advice is much more useful than telling players to git gud their way to victory; you can practice dodging boss patterns after you figure out how to immediately murder them.

the holy poopacy fucked around with this message at 19:20 on Jan 7, 2024

the holy poopacy
May 16, 2009

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The big curving boomerang swords are generally the 2H swords, 1H swords are mostly straight little swooshes. Both suck in their own ways although they're still usable if the weapon is good enough (it usually isn't, very few of them do multiple projectiles and they have a hard time competing with weapons that do.)

the holy poopacy
May 16, 2009

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Fun Shoe
Mystic is pretty RNG dependent but on average is decent-to-good.

The benchmark for an average kinda meh class seems to be somewhere in the ballpark of a ~30% conditional DPS bonus, maybe a little more if the stars align. The average offensive enchantment or charm might be in the ballpark of +10% DPS, so mystic needs to string together a couple of those to be competitive. That's more hoops to jump through than most characters to get up to baseline power, but there's also a bunch of wacky hijinks the mystic can get up to beyond that raw DPS bonus, and if you find a really big bonus then the mystic catapults to pretty goddamn strong.

the holy poopacy
May 16, 2009

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Fun Shoe
There are tons of mediocre single-shot ranged weapons, many of which have barely better than melee range. Yeah they're playable but there's zero balance between them and even other ranged weapons in the same rarity band that fire a lot more hits per shot.

Weapon balance is supposed to be a focus for the upcoming patch.

the holy poopacy
May 16, 2009

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Fun Shoe
Btw, twitter previews for next patch so far:

-Spellblade works on all melee weapons
-Nature damage has its own elemental ailment and infusion available, and counts as elemental damage
-There's a tavern NPC who will give any weapon the mana-draining modifier, and another resin infusion for the same

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the holy poopacy
May 16, 2009

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Fun Shoe

Inzombiac posted:

Is there a trick to unlocking the Gunslinger?
Just get a gun/launcher and upgrade it at a blacksmith to level 4, without using items like whetstones or gun parts, right?

My luck with finding guns and smiths at the right time is abysmal even though I'm Paragon 3 and have unlocked quite a lot.

Gun parts are OK (and necessary, unless you stumble into one of the special blacksmiths.) There are equipment items that passively grant plusses to whatever weapons you use, that's what the achievement is saying don't count.

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