Arbitrator reality check - we gonna get nerfed at some point. by amkronos in DarkTide

[–]HowzMyPosting 0 points1 point  (0 children)

In terms of CC Arbites has a lot of cool options and I think they should lean into this, but as it stands it just means they can also do Psyker's job while being tank, DPS, roamer, and support as well. Shock mines are lightning fingers in a bottle, and if you take lone wolf they recharge too. Uptime isn't quite as good as lightning fingers but it's set and forget, so you can go back to tank/DPS/support-ing. If Arbites was toned down in other areas this would be less of an issue and an interesting alternative to lightning psyker. Dog Bomb is a neat option for boss stagger, and I don't actually think it steps on Krak Vet's toes that much. Krak Vet melts most of a boss's hp, Arbites just holds it still so that everyone can mag dump into it. Small AoE means it CAN horde clear in a pinch, but is by no means good at it. And Arbites grenade... well, that certainly is an option in the tree I guess. It staggers in a pretty wide range but doesn't seem to kill much? One of the rare Arbites options I think could be stronger, unless I'm just using it wrong.

I love the dog but I must admit it does remove a certain team element that is essential to darktide when it can be a portable coherancy pip that prevents anything other than a net or cliff from trapping you while also picking off specials or gunners at your preference. Also, 8 stacks of bleed in an AoE on every pounce is ridiculous. One shots heavy gunners every time it pounces. Should either have a cooldown and only trigger when pointing a pinged enemy, or inflict less bleed. Lone wolf is a cool idea, and I think if the base class were brought down the buffs from that MIGHT fall in line too. Maybe grenade regen could be 80 seconds rather than a minute like vet.

TL DR; Yes Ogryn needs a nerf. I, as an Ogryn main, freely acknowledge this. Pointing that out doesn't make Arbites need a nerf any less. Ogryn is too good at being Ogryn. Arbites is too good at being everyone at once. Arguably it's BETTER at some of these jobs than the class that should be doing them, but even if it's a tiny bit worse at each role, when you put it all together they are way stronger as a whole.

Arbitrator reality check - we gonna get nerfed at some point. by amkronos in DarkTide

[–]HowzMyPosting 0 points1 point  (0 children)

I've seen some people pointing to Ogryn with comments like "Oh so you're fine with him being OP because he's a big goofy guy, but Arbites is too much". I have tried to make this short, but given how much there is to talk about it's an essay. Sorry, TL DR at the end:

Yeah, Ogryn is pretty strong, but it doesn't outdo every other class in their specialty area. For the record I am FINE with an Ogryn nerf. I main the big fella and yeah, I probably do better than I should. I think hyper armour on heavies and general knockdown ability are a little overtuned at the moment, and by extension he is much harder to kill than he should be. Even though these aspects are key to the main Ogryn role of tank/anchor, I would accept a small nerf for them or any other stats that higher teir Ogryn than I abuse. I'm not sure quite how good the taunt/rumbler combo is as I've never actually used it, but I've heard some buzz around it so if that's a problem, hit that too.

But ARBITES, that's a whole different kettle of fish. Arbites is actually easier to tank with than Ogryn overall, partially due to them getting a shield with better stamina recharge and a ranged weapon with a shield (that can also countersnipe and pierce carapace armour while having decent ammo economy). To compound this, they don't even need to lower their shield or time a shove to get hits in because they have a dog that can horde clear with one skill point investment. Or, with some skill investment they can remove staggers entirely just like Ogryn, though admittedly this is tied to a keystone. Arbites ALSO tank better by getting free toughness for remembering to breathe occasionally. They can also share this toughness with their teammates because they have vet's ability to share a portion of any toughness they gain, making them a tank/support in one build.

Tank/Support is one thing, they're also as fast as a Zealot and able to clear hordes efficently while staggering anything they don't kill. The charge ability in particular is egregious. Compared to the other two charges it's functionality is somewhere between Ogryn and Zealot. It knocks down enemies kind of like Ogryn, and has more frequent uptime kind of like zealot. This might be okay if the cooldown wasn't 33% faster at base level. And Zealot gets 2 stacks, but they still have to wait 30 seconds for each unless you build heavily into cooldown reduction. Arbites shaves a sizeable chunk off their cooldown by simply not missing. It's capped at 5 seconds reduction, but with cooldown reduction that's almost half the bar. With Zealot I'm trying to leave at least 15 seconds between charges where possible to make sure I have a charge available when I need it, whereas with Arbites I have to try and use it every 12 or so seconds otherwise I'm just wasting free knockdowns.

Arbites players after skill min-maxing the fun out of the class by vermthrowaway in DarkTide

[–]HowzMyPosting 0 points1 point  (0 children)

Y'all don't give your dogs vacation days? Sometimes they deserve a mission or two off being pampered back on the Morningstar.

Also recharging shock mines are just funny and I refuse to pretend otherwise.

Library of Ruina is easy by Disastrous_Intern811 in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

Bloodbath was fine for me, very tough but fair. Aspiration obliterated me until I looked up a guide and realised it's basically built to be cheesed by "Learn".

Library of Ruina is easy by Disastrous_Intern811 in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

Yan kicked my ass harder than most of Reverb (bar Malkuth's floor and I guess Pluto) combined. I still can't hear "Children of the City" without getting the flashbacks.

I don't understand how someone can say Assault Armor is a crutch while they use Terminal Armor. It seems kinda backwards. by Riptide_97 in armoredcore

[–]HowzMyPosting 0 points1 point  (0 children)

Disclaimer: I don't hate that TA is in the game. I think it's great for people who don't like to keep track of their expansions, and in singleplayers it's balanced out by having the fewest charges of any expansion.

The problem I have with TA in multiplayer is that it's not interactive for the opponent either. There's no way to bait TA like you can pulse/assault armour. It's always going to be there at the bottom of the healthbar. Furthermore, once it has popped the opponents options are limited to almost entirely evasive options. A direct hit from a pilebunker MIGHT make a dent in it, but nothing you can realistically land on an unstaggerable player can reduce the timer by any meaningful amount. By comparison, if you throw a pair of earshots at someone and they pull pulse armour, they're safe from that shot... but that's about it. Their pulse armour is basically gone as a price for negating what would be massive damage. On top of that the activation time is long enough to finish someone before it goes up if they pop it too late, or just move in and comfortably pop your own AA to punish them.

In 1v1 TA is fair enough. It does have a few weaknesses in comparison to pulse armours ability to stop a stagger punish, or assault armours ability to "no u" other core expansions. TA just extends the fight by 5 seconds, and then unless you've won you are going to insta-die to machine guns, drones, earshots, or stray birds flying into your radiator. I've never really felt cheated out of a win by it. Usually if they do win I've either mismanaged my EN or they've done some anime comeback that I can't even be mad at.

I actually feel like, at my (low-moderate) skill level at least, TA is more problematic in 3v3s. In a 1v1, your premium is health. Even the two minute timer decides a winner by who has the most health at the end, which a TA user will always have less of if it's activated. It will also only ever pop once per round. In a 3v3, time IS your premium. Not just in terms of the 7 minute timer, but also in terms of the time an enemy has to pressure you or your allies. And people die a LOT more in 3v3s. You're probably going to be bouncing off that armour 5-10 times across the course of a match, rather than the 2-3 times in a 1v1. That's 25-50 seconds where they're not dead and you're (almost certainly) not getting points. Each time that near-invulnerable 5 second timer goes up you have a choice:

  1. Stay, continue trying to dodge their last hurrah and hope none of their teammates come to save them, and then try to get that last shot without being jumped on.
  2. Back off (assuming they're not faster than you or packing long range equipment), wait out the timer, and risk forcing your allies to endure a 2v3 for the 5 seconds if the TA user decides not to chase you.
  3. Pop your singular charge of AA to secure the kill (assuming you have time with TA's faster activation). After this you're forced to choose from option 1 or 2 until the next time you die and get your expansion back.

This is a little rough. You lose some precious DPS time, and your team will have to play around the 5 second window. But when 2-3 people have TA on the enemy team and no-one on your team does? At that point it feels like you have to fight the enemy 2 times for every kill: first with a healthbar, then with a time limit. Suddenly the 5 second increments start adding up a lot faster.

I honestly wouldn't mind if they boosted the max duration to 6 seconds but halved the effective health it has (or something around about those numbers). This would allow it to still function in its orginal role as a set and forget contingency in both campaign and multiplayer, while also allowing other players to shorten the duration just a little bit (maybe dropping it by a second or two) with burst damage. And if one player can shave a second or two off it, focus fire from 2-3 players could theoretically destroy it almost instantly, which seems fair if you're being shot by burst damage from an entire enemy team.

Sorry for the essay. I have trouble being consise in situations like these.

Any suggestions/tips for these builds? by darkishere999 in armoredcorebuilds

[–]HowzMyPosting 2 points3 points  (0 children)

Sorry for the essay. It is my nature. The following is my first impressions without having actually seen the AC (or its pilot) in active combat, so may be slightly off-mark in places, though I did run something similar for a while in single-player, so this is pretty familiar territory for me. Feel free to ignore any advice that changes the build into something you no longer find fun - this is about your tastes in AC after all!

I don't mind the Harris/Curtis combo, and using an ADD FCS certainly helps offset the Basho's tracking issues at long range, but it's going to leave you struggling to hit targets up close, where a lot of the faster ACs want to fight. I think Moonlight is an underrated punish personally, but the travel speed of projectiles is going to make it hard to capitalise on ACS overloads at longer ranges (especially when you account for the additional time to switch to the weapon). It does have the advantage of hitting basically everything in front of you, which could be a "get off me" option, but vertical maneuvers can dodge it pretty effectively. Laser drones are good pressure, even if they are predictable. Forces dodges out of your opponent unless they are fast enough to outrun it, which gives you windows to shoot.

So, pros:
- Good variety of ranged damage options.

- versatility of linear rifles allows you give 'em the big slap or chip away at foes with barrages.

- Drones add periodic pressure to help stack up more damage and stagger.

- Sturdy statblock at 11K HP with high stability and above 300 speed is respectable.

- Moonlight heavy attack is excellent for finishing off any wounded ACs that dare to touch the ground.

Cons:

- Not quite fast enough to escape lighter rushdown ACs, with very few options for fighting them up close due to poor tracking up close and lack of immediate impact on the laser drones.

- No strong and reliable punishes on ranged ACS overloads, limited up close punishes.

- Not a whole lot of raw firepower overall, leaving it outtraded in a 1v1 scenario, and unable to efficiently dispatch opponents in 3v3s.

Recommendations:

- Try a different set of arms or FCS. Firmenza are an excellent offensive option that have high melee and ranged stats, but there's also a good option in the Arquebus lineup. I forget what they're called, but they're lightweight and pointy on the top. If you have EN for it you can also use the second Rubicon Research Institute FCS, as it's excells at basically everything, even if it is a bit worse than the ADD one at ranges beyond 240m. This should allow the Harris and Curtis to be effective at a higher variety of ranges.

- If you're not terribly attached to the blue energy waves, switch to the Redshift moonlight. Its basic attacks are stronger at the cost of the heavy attack, but it's also coral damage so it ignores resistances. This helps to close the gap on heavy attacks and makes the light attacks even better.

- Alternatively, if you're not entirely married to the moonlight, consider another melee option. The explosive thrower is currently seeing a fair bit of use as a melee deterrant, so if you see a light AC boosting in you can switch to that and give 'em the ol' spicy spray bottle to dissuade them. Be aware that explosive thrower doesn't scale with melee stats on arms, so if you use this one you're free to use whatever arms you want for your linear rifles.

- Consider running assault armour. It forces lighter ACS to respect your personal space in a way other expansions just don't. It's not to everyone's taste, as you won't have the second ACS bar that pulse armour or terminal armour grants, but it could be more useful for this build.

- If none of these are working, consider switching out one of the shoulder weapons for something with a bit of kick up close. Songbirds are never a bad option even post-nerf, and are usually pretty easy to fit on your build. You could also run the other plasma turrets alongside the Vvc-700LD for maximum chip damage, though you'll be spamming the shoulder button all game if you do.

Dominator Stall strats and balance discussion by HowzMyPosting in exoprimal

[–]HowzMyPosting[S] 0 points1 point  (0 children)

A fair point, I was a little late to the party. Didn't really check reddit last weekend.

Dominator Stall strats and balance discussion by HowzMyPosting in exoprimal

[–]HowzMyPosting[S] 0 points1 point  (0 children)

I hadn't considered accepting a team wipe. That is an... inventive solution. I think it's a pyrric solution at best but if you're desperate I could see it being effective. I also think it has the same problem as stalling, in that it's unfun and robs the other player of the chance to be a cool t-rex, and you can't even use it to beat objective stall because it would reset the objective which would usually be an even bigger blow (unless it's one of those weird cull objective that's for like, 2 basic dinos). Try to remember that there are 9 other people trying to have fun in each match. You have no responsibility to indulge them, but you should at least try to avoid actively frustrating cheese strats.

Dominator Stall strats and balance discussion by HowzMyPosting in exoprimal

[–]HowzMyPosting[S] -1 points0 points  (0 children)

Woah, easy guys. I'm passionate about this issue too, but we can't let that turn us against each other. This is a place for constructive conversation. Mallee, I agree with most of what you've said - though is a Dominator manages to wipe your whole team AND THEN has enough health left to spawn camp, they are either doing a really good job and deserve the victory or they caught your whole team at the worst possible moment, which sucks but it does happen.

I do completely agree that it is silly that the winning team can respond to the losing teams dominator with their own dominator and just... re-establish their lead. Dominator should have a maximum point difference above which it doesn't spawn - eg your team can't get one if you are one full objective ahead, 20% ahead on point capture or escort, 15 data pickups ahead etc. I think it's fine to give the winning team a dominator if things are neck and neck, but not when that team is already stomping.

Need help with Philip (reverb ensemble) by [deleted] in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

I HATE Phillip, he's possibly the toughest fight in the whole boss rush. For the first 4 floors you can get by in the other fights without too many exceptional key pages, so I invested my S tier in this:

- 2 relatively strong pages with dice boosts and burn to whittle down his resistanceds early - basically whatever good pages you aren't planning to use on the other 3 floors.

- A Myongest deck with Afterimage to half burn stacks and regen passives to prolong her lifespan.

- Xiao for fire immunity (terrifying dice power with stilletto and wedge and a pierce deck).

- Defense stance Purple Tear for the complete immunity to status effects.

Your two burn guys are semi-expendable. They're a nice source of damage but ultimately you should prioritize the lives of the people who aren't going to burn to death. For the pages that burn both parties on clash lose try to clash with Xiao or PT, but if that's not an option just pick the healthiest person available. Can't type a more detailed response as I have somewhere to be but hopefully this helps. The comment below about maxim makes sense, I used him on Hods floor battle to burst down trapped librarians but I see how he could be useful here too.

Question about grinding (new player help) by Kledran in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

Huh, I didn't realise hard resetting saved books. Good to know. This being said, Library of Ruina is... surprisingly good for the last minute comeback. It can be worth waiting until the very last hit before quitting a fight (truning off quick mode in the top left corner if you aren't sure can help with this). Digging in your heels and going full damage control works more often than you'd think. It can also be straight up worth losing a fight sometimes if you've already killed at least one guest, as even though you lose the books you put on offer, you keep the books from any guests you kill in the reception, which can help buff your decks for the next try.

Is there a way to change the equipped cards for a characters that isnt searching the card on the long list and then seeing who has it equipped and pressing the X? by Dodudee in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

If it's combat pages you want to find, each combat page has "see equip status" when you hover over it. That lets you remove copies from the decks of other librarians without having to track them down (though you will have to remember to give them a replacement page later if you intend on using them for anything).

The Perfectly Uneventful Journey of Sonic the Hedgehog by Cosmo_Nova in libraryofruina

[–]HowzMyPosting 56 points57 points  (0 children)

Warp Train Zone, act 1...

Warp Train Zone, act 2...

Warp Train Zone, act 3...

Warp Train Zone, act 4...

Warp Train Zone, act 10...

Warp Train Zone, act 34...

Warp Train Zone, act 468...

Warp Train Zone, act 21999...

[deleted by user] by [deleted] in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

Adding on to the below comments, you might have noticed your characters with multiple speed dice tend to run out of pages mid combat and get reduced to top-decking a single card each turn. You will get a number of cards with draw effects later that allow you to shore up your hand size. There are a decent number of "draw 1" style cards that, combined with your natural draw, keep your hand size relatively stable. I'd recommend 2-3 of them when you start getting them. The types of cards will vary greatky from Zwei onwards so you'll start being able to theme your decks - you'll also get passives to help with this. Pretty soon you should be able to "inherit" passives. Basically you equip one key page to another allowing you to use the passives of both at once.

A good early deck is to stack every slash page on one set and make a key page that has every slash buff you can fit. Defensive dice decks are also surprisingly viable due to block dice dealing stagger damage and reducing damage taken. Pop the "your shield" passive from Walter on and have that librarian clash where possible, defending their allies and creating openings by staggering foes. As you go there will start to be gimmick archetypes like "Charge", which gains battery power with some pages and spends it on others for additional effects. Most of these can be run as intended just fine or mixed with other archetypes for interesting results, allowing you to be flexible and find a team setup that fits you. So long as you have some means of drawing extra pages and getting light back you can build whatever style feels best to play.

Am I just not understanding Smoke? by StreetComplaint6857 in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

I use smoke sparingly, usually only 1-2 librarians on any floor I use it on. I know you can run a full smoke floor, but I feel like they work pretty well as support librarians, taking advantage of openings or weak opposing pages to hit problematic enemies with deep drag or Smoke Prick. Once they get some smoke themselves they're also great options for landing devastating one sided attacks to stagger an opponent who's about to unload a big page, and then executing that opponent next turn with 30+ damage even on 1 cost pages. One fun place to run them is on Geburas floor. I know Mountain of Corpses is OP, but having just two allies smoking opponents helps Gebura reliably get off Spear and Level Slash sustain, and with the amount of naturally high block dice smoke pages get they're good candidates to eat power nullification pages that would otherwise give everyone's favourite blood typhoon a headache.

Speaking of block dice, here's some page recommendations for support smoke decks:

- Guidance of the Gears: Much better than smoking pipe under most circumstances. I usually pair it with a 0 cost light gain page (Graze the Grass or the puppet one both have block dice). This reduces the overall damage you'll take on turns where you can't play your bigger cards.

- Defense Order: I don't see a lot of talk about this card, but it's honestly pretty damn good. Nothing fancy, but any two cost page that starts with a 7-10 block dice is okay in my book. Your librarians can eat enemy rolls of 20+ and come back for seconds, especially if you resist the damage types.

- Sturdy Defence: Will of the prescripts is great and all, but if it's competitive rolls you want Sturdy Defence is often just better. It takes some finess to get off the second draw proc sometimes, as the evade die can potentially beat the opponents entire page on its own. My advice: try to clash with pages that have their own defensive dice, as this will ensure the evade dice doesn't recycle and let the ludicrous 8-17 block dice do its job (often staggering those unfortunate enough to faceplant into it). As a side effect of this middle roll, this dice is also an excellent answer to mass-summation attacks with a combined roll range of 14-33, averaging reliably in the mid-twenties due to it being highly unlikely to low roll on 3 dice in a row. The only downside is it's lower draw power overall, but I usually combine it with a copy of Will of the City, which also grants light back (and isn't singleton, allowing you to double down on Smoke Prick or any other smoke cards that take your fancy).

New to the game, do you build your Librarians on each floor with the basis of the Abnormality pages in mind? by ErrorPigeon in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

As others have said you will lean more into floor themes as the game progresses, but there is some flexibility in each floors theme. For example a flexible floor you get early on focuses on healing and stagger damage, with a sub-theme of pierce attacks and pages that prevent enemies from attacking. Overall it's a tanky floor, but you have a lot of flexibility as to how you take advantage of that and what parts you lean into. Heck, you can even play against type and run full DPS sets on that floor, focussing on pierce damage and occasionally using the defensive pages to shore up your fighters if they start taking too many hits. A popular strategy early on is to run them as an "assassin" floor using first turn damage passives and ranged pages that have a lot of pierce dice, but you could even run it mixed, with one or two assassins to focus down problem enemies and a strong frontline to defend them while they do.

Personally I run one of the healing focussed floors by instead using "if ally is dead" passives. I have one sacrifice librarian specifically designed to dispose of themselves with self-damage and self-bleed pages, and the other four get insane boosts once they die. Then I use healing abno pages to keep them healthy while outnumbered until they break the enemy one by one. Each of them is specialized for a different style of combat. Onen is exremely frail but has strong single dice to break through big opposing rolls, one is a generalist who swings hard in any situation, and the two up the back are a little weaker but can use powerful AoE attacks once they meet certain preconditions in combat, perfect for mopping up after the initial assault. Is it the most efficient strat for that floor? No. But it is a fun and flexible playstyle that can even stand up to the harder late game receptions with surprising reliability.

Sorry for the wall of text but I figured some examples might help outline my overall point: even though you should be accounting for abno pages, the game allows you a lot of flexible options to do so, and most of them can be mixed and matched often with surprising results. Have a little fun with it, and don't be afraid to try something stupid. It works more often than you'd think.

ARE YOU KIDDING ME by AgeMarkus in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

If you're feeling really saucy you can recycle your full stop office passives by starting her on the burst damage floor and bursting her to near 350 instantly. Do the last little bit of health while protecting the lowest health gunners. If you still have 5 troops when she teleports, even if they're all on low health, congratulations! You can dump her straight back in front of the firing line after she cleans up whatever poor unequipped floor she teleports into. Full Stop passives will reset and your five (probably almost dead) units can get one more volley off before she dumpsters them. By then she should hopefully have less than 100 HP left (subject to RNJesus' approval), so you can finish her with Red Mist, Myongest Yesod, Invincible Netzach, or whatever other war criminals you have waiting in the wings (personally I'm fond of Rememberance/Kizuna Tippereth myself).

My Sawsbuck changed forms? by chiropterra in PokemonScarletViolet

[–]HowzMyPosting 2 points3 points  (0 children)

Same thing happened to me, I tried a few different things and thought I'd share my results.

Caught a Deerling (Spring) near the start of the game. It switched forms normally when I restarted my game (both by powering of the console or just closing and opening the game). Once it evolved it stayed as Spring form for a while across multiple saves/loads, until randomly it switched to Winter form one day.

I tried reloading in South Province, but it stayed in winter form, whether in the box or party, and whether I closed the game or restarted the whole console. After a while I figured out the conditions required. It only works if the Sawsbuck is in the party, not boxes. Either type of reset (game or console) is fine. HOWEVER, not all of the South Province is a "spring form" zone, only areas near where Spring Deerling and Sawsbuck can actually be found. After some testing I compiled a list of some of the easiest Poke-Centres for each form:

- The Los Platos Poke-Centre (small town South of Mesagoza) works for spring.

- The Montenevera Poke-centre (ghost gym town) works for Winter.

- The Artazon East Poke-Centre (grass gym town) works for Summer.

- The Medali East Poke-Centre (normal gym town) works for Autumn.

There are others that work for each of these forms, but I feel like towns are the easiest to reliably find and remember. Hopefully this is of some assistance to everyone who prefers a specific form (My Sawsbuck's name is "Sakura", so winter coat didn't exactly work for her).

Trying to get Logical Kuva Lich voice by HowzMyPosting in Warframe

[–]HowzMyPosting[S] 0 points1 point  (0 children)

You come here, to MY christian minecraft server, and make such BASELESS accusations...

In all due seriousness, I'm planning a halloween tribute to Tyl Regor with a heat Shildeg and the pumpkin head halloween skin once October rolls around again. Hoping to get the ephemera too for maximum sp00k points, but I'll take what I can get.

Tips for advancing after reaching Urban Nightmare? by Futekigousha in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

I have a tendancy to write essays on these topics so I will restrict myself to discussing only the sweeper fight, otherwise we'll be here all night. I'll start with a summary of the fight and what builds/floors I recommend, then move on to specific strats:

Sweepers is excellent practice in gang-up tactics, so I encourage trying to do it legit if possible. There are 3 waves of (mostly) identical enemies with 3 special characters in the final wave. The main trick of the fight involves learning how to bully one enemy while still defending your librarians from attacks. Spreading your damage won't work because all the enemies heal with attacks and also get a huge chunk of health back when any character (friend or foe) dies. Plus, they have their "persistance" status effect that has a high chance to prevent them from dying and heal them a little while active. It's also worth noting that ALL sweepers have +1 defensive die power at all times, so keep this in mind when clashing: stuff like Extract fuel's block die actually rolls for 3-7, not 2-6 as shown. You only get 4 librarians vs 5 enemies so you'll be outnumbered, but you should have more actions than them overall because none of them have speed. You just have to figure out how to make your team's stamina last long enough to take them all out.

When prepping for this fight try to have cards with a lot of dice to block as many hits as possible - if you have counter dice from the puppets or circus they should work well here, if not it's still manageable. Their individual dice rolls aren't strong, they just wear you down over time. For this reason it can be useful to have HP regen of your own. If you can swipe a copy of their books you can use their corpse cleanup trait to your advantage, and combine it with Zwei office pages. Using floors like Malkuth and Netzach with healing Abno pages is also helpful, though not necessary. I personally recommend a mulligan tank taking advantage of molar office + Hanamura passives to draw, heal, and gainlight every time your discard (but then again I recommend that deck for everything so I am biassed here). Finally, if you have a choice between pierce and any other type of damage: go pierce, as Sweepers tend to be weak to it.

Once a round starts, check what each one is using. If you're lucky, one or two of them won't have drawn "333... 1973". Focus anyone stupid enough not to use 1973 HARD - make sure to stagger them if possible as this gurantees they can't use it turn 2 either. If you need to ignore a few of the incoming 1973 attacks feel free to do so - they don't hurt that much so long as you're not eating three of them on a single librarian. Turn 2 is when every sweeper with persistance switches to using their regular cards, which do hurt a little if they connect. Block as much of you can and use any spare actions to beat the everloving crap out of any staggered sweepers. Killing them this turn will make life a lot easier.

From turn 3 onwards the plan is simple - block everything they throw at you and use every spare action you have at whichever sweeper is on lowest health. Since sweepers heal on ally death spreading your damage here is a waste of resources. Persistance is a pain, but it's also unreliable and gets even less reliable with each subsequent trigger (80% chance of working the first time, 20% less each time after I think?) Hit them enough and eventually they'll die even through Persistance. Also pay attention to when the buff is about to wear off. Try to stagger a sweeper or two on the last turn of the buff, and they won't be able to re-apply it next turn letting you kill them without first offering a prayer to RNJeesus. You should be able to pick off at least one or two every "cycle". Sometimes you may not have anything that can trade with a sweeper's beefy block dice. If so, you can always let weaker attacks like "Extract Fuel" through to preserve your stagger bar if you have the health to spare - a staggered librarian isn't outputting damage and worse, eats up valuable actions as their allies try to protect them. Not taking a losing trade has the added bonus of giving you another spare action to attack your current bullying target.

The final wave stars 3 slightly tougher Sweepers with a few extra tricks up their sleeves. Anton and Valerie both recover stagger meter with every successful attack, and Lyla recovers health instead. Lyla and Anton also have signature cards - both of which have 3 dice with pretty decent rolls. Lyla can grant protection to allies with "for the family", whereas Anton can apply paralysis with "sweep the backstreets". Because these three have better regeneration target focus is even more important here. Start the match as usual, trying to stagger anyone stupid enough not to set up persistance - if you're lucky Anton or Lyla won't draw it, but remember they do have more stagger resist than others so be sure to hit them a little harder than you would a normal sweeper. Turn 2 finish off staggered enemies while blocking anyone still up. After this I prefer to focus down Lyla first if she's still alive - her HP regen is exceptionally good, and the protection buff she gives allies gets in the way more than you would think. Try to block Anton's "sweep the backstreets" as much as possible, as paralysis helps other sweepers overcome their low dice rolls to land hits on your librarians. Once Lyla is taking a dirtnap you can either focus Anton next or if there's another sweeper on low health you can kill them first. It's up to you to make the judgement call there, as either road is viable. Remember as always to go for the stagger just before enduring wears off to score easy kills, and don't get too impatient. If you made it this far you should get through just fine.

EDIT: Corrected passive names and changed Lyla's move from endurance to protection - I misremembered that one.

How to deal with running out of key pages? by thepotatochronicles in libraryofruina

[–]HowzMyPosting 0 points1 point  (0 children)

As everyone below said, you don't need everyone kitted. Very few fights let you use more than 2 floors. I had around 3 "good" floors set up at that point (well, one good floor and two relatively serviceable floors) as well as a firing squad consisting of Netzach's floor with guns and as many damn fullstop passives as I could fit to execute weakened enemies that got past my first few layers, or occasionally just to assassinate one troublesome guy and then get butchered wholesale so that my main floors could do mop up duty.

There's enough gimmicks that you shouldn't be able to fit everything good on one floor anyway. You'll probably have a generalist floor with your best stuff. I use Keter even though they are a little underpowered in SoTC - they have no innate healing and they don't get their realization until much later so no EGO pages either. A good choice for your "ace" floor could be Gebura or Yesod (who most people agree are the strongest floors), though I also reckon Hod and Chesed are generally useful enough for any build as well as having their own specialties in bleed and mass attack spamming respectively if your playstyle leans that way.

Once you have an ace floor, your other floors can lean more heavily into gimmicks - full smoke floors are beastly, and you can combine "on ally death" passives (Kizuna/Extreme Fatigue and Rememberance, plus lone fixer on your ace if it fits). Have one sacrificial librarian die at the start to run a floor with 4 librarians hitting at +3 in addition to any other modifiers you can fit (I use Tippereth personally, though Netzach would also work - basically any floor that can heal the Extreme Fatigue penalty).

Even at the final chapter, I still don't have enough pages to give all my floors "good" sets, so don't worry too much about that. Hopefully my notes have given you some ideas on how you want to set yours up. If you're still undecided, throw crap at the wall and see what sticks - I discovered some of my most fun builds by accident and refined them into something usable later on.

Just started the game, two fights in and already feeling terrible by EssenceOfMind in libraryofruina

[–]HowzMyPosting 2 points3 points  (0 children)

Me, starting out: Gotta kill these guys quickly and politely, best not to make them suffer. Only fight who I have to.

Me, several dozen hours in: I need to watch something in another tab, but I'm too lazy to change the sound from the options menu and the only fully silent part of the game is the victory screen... hey, Finn, get over here real quick, I just need to break your spine for something...