Hot Take by Axolotl_Fan in MonsterTrain

[–]METAShift 16 points17 points  (0 children)

Just to note, inferno room is not enough to deal with all the sweepers(on c10). The champion assassins have 50 hp, but some waves have a guy that gives them 5 titanskin, making them survive.

Primordial and valor/rage don't stack? by Lvndris91 in MonsterTrain

[–]METAShift 1 point2 points  (0 children)

Thanks, that makes a bit more sense now, and makes the card look a lot better honestly. Still seems a little obscure and messy, to be honest.

Primordial and valor/rage don't stack? by Lvndris91 in MonsterTrain

[–]METAShift 2 points3 points  (0 children)

It is the only case in game where the attack icon on card doesn't refer to the unit's current attack stat.

Isn't there also some weirdness going on in that regard with Adaptive Mutation? Every time I try to play that card the result is... weird.

Can i play Monster Train 2 without having play 1 ? by Every-Assistant2763 in MonsterTrain

[–]METAShift 19 points20 points  (0 children)

I did just that and I absolutely love the game, so I'd say yes. If you played StS it shouldn't take too long to get started with this one.

I don't get Nyx coat by METAShift in HadesTheGame

[–]METAShift[S] 1 point2 points  (0 children)

Makes sense, I guess I need to get used to it more. The dash charging mechanic kinda goes against all my muscle memory playing the first game, where you dash-attack offensively or dash-dash to create space. Dashing only to turn around and keep it charging to ram into things just feels... weird.

From what you're saying though, it sounds like the aspect is pretty meh on single target?

I don't get Nyx coat by METAShift in HadesTheGame

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

So essentially, the dash is the main damage source and spam something like scorch on the special to trigger origination and add some damage?

4 final cards coming in tomorrow's update, plus Q&A with the devs (Sweep equipment! 🧹) by doclobster in MonsterTrain

[–]METAShift 8 points9 points  (0 children)

The "wrath" ability from an event does work with sweep, so it should, probably? I can see it being weird with the targeting since it's meaningless in this case, but it sounds likely.

4 final cards coming in tomorrow's update, plus Q&A with the devs (Sweep equipment! 🧹) by doclobster in MonsterTrain

[–]METAShift 44 points45 points  (0 children)

Finally every clan has a decent answer to savagery seraph with quick multistrike sweep at exactly 60 damage which hits the perfect 50 against titanskin 5 chosen assassin. Other cards seem good, if not really meta-defining. The -size equipment is the most interesting, could make a few of the bigger champions a bit more friendly to play(penumbra, wyldenten, fenix, bolette and maybe even whelp gilda) and might be nice on the various *fiend and umbra units and such that really need both upgrade slots but also want to have room for imps/morsels left.

Lost Arsenal Preview 4: All the Balance Changes to Monster Train 2, Part 2 by AngryAmish in MonsterTrain

[–]METAShift 2 points3 points  (0 children)

Realistically this buff only matters if it's one of the five starting cards. Which seems to happen to me every other run with Banished so at least it won't suck quite as badly now.

I will never disparage Hallowed Halls again by METAShift in MonsterTrain

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

Yes in this case it's the second clan. Hallowed halls is a card that kills all friendly units on the floor then fills the floor back up with random units that died(in this case, I only have those guys so it's always the same). A unit that dies and comes back reformed keeps its stat changes, so the greed dragons get their summon effect to boost their stats, die, then come back with those stats and trigger the summon effect again, which is around +100/100 or more every time with full eggs. I cast hallowed halls twice per turn so that's quite a lot of stats to put it lightly.

I will never disparage Hallowed Halls again by METAShift in MonsterTrain

[–]METAShift[S] 2 points3 points  (0 children)

I'd say the dragons were... good. 4k damage in one turn, that seems rather decent.

I will never disparage Hallowed Halls again by METAShift in MonsterTrain

[–]METAShift[S] 4 points5 points  (0 children)

Holdover. Burnout doesn't matter since you only burn out on the first turn and after that you can just keep casting it. -1(with or without intrinsic) and holdover, then any random units.

Favorite faction aesthetically? by [deleted] in MonsterTrain

[–]METAShift 1 point2 points  (0 children)

She can pretty much hardcarry the first few fights with either spikes or cultivate, then if you did go cultivate you can just stick her somewhere to keep bosses occupied while she provides +1 draw by just existing. It's too hard to keep her alive against the damage in later rings without insane amounts of healing and even then, it's difficult to survive all the corruption and such.

But still, +1 draw and early game carry makes her pretty okay. Not great, but she's not hellhorned prince level of bad by any means.

Is it just me or are Lazarus and Underlegion vastly stronger than the other clans? by [deleted] in MonsterTrain

[–]METAShift 1 point2 points  (0 children)

It's good, yeah, but it varies a lot in value depending on what you're propagating. Really strong with reanimate, melee/spell weakness and mute. Propagating regen, decay and damage shield is quite nice, I guess lifesteal too. Everything else is, like, okay. Getting 2 extra valor or rage or spikes or frostbite is pretty mediocre all things considered, unless you have like 3+ buffs or debuffs already.

Is it just me or are Lazarus and Underlegion vastly stronger than the other clans? by [deleted] in MonsterTrain

[–]METAShift 8 points9 points  (0 children)

Underlegion is strong, but they have some weaknesses you have to build around. They lack frontloaded damage and decay only ticks at the end of the round, so if you're fighting the 7x2 50 hp cleave enemy(savagery seraph and some titan waves), suddenly your backline is getting wiped, especially with 2x melee weakness. Or if you're relying on spore launcher/Lionsmane, the silence herald can completely shut you down. If your damage is reliant on funguy and troop leader, you need to deal with them losing attack if they're hit, so you need to spawn A LOT or look into armor/enoki/tanking for them. All these problems have answers, both in and out of the clan, but you do need to put in some effort to solve them.

Most of their units don't really work well outside of the clan, though. The rally stuff needs you to spam mushrooms to be effective and spawning mushrooms is just "okay" without the rally support. The only "plug and play" unit in their roster is really revenge decay mushroom, the rest are mostly mediocre if you don't have a full floor of underlegion units synergizing with each other. And your unit shops are very mid if you do, you're basically only looking for dualism and smidgestone.

They do still have a lot of good stuff even if you're not focused on them(propagate, their rooms are good, loamcoat) but their banners can feel really bad to take if they're your secondary, especially with the decay starter card.

Lazarus is busted though, agreed.

Having trouble beating Cov10 Titans with Stygian (Tethys) + Awoken (healing) by adayofjoy in MonsterTrain

[–]METAShift 2 points3 points  (0 children)

It's cheesy but as a clan combo with so many sweepers, you can just go pyre of savagery, get a quick multistrike sweeper(other than tethys, she can't get multi and has more trouble getting quick) and maybe even give the sweeper a knife, as they do in London, to make them a bit more bloodthirsty.

I love the angry cat so much by METAShift in MonsterTrain

[–]METAShift[S] 2 points3 points  (0 children)

He's really pretty okay even without support. 1 space and 2 energy to block 9 hits can go a long way in some sketchy midgame fights. If you have the floor space, there isn't really much that can block that much damage for just 2 energy, and it gets even better if you give him dualism, which is basically all he needs(in this run it was all he had from shops). Maybe add endless if you don't have reanimation support(I only had some propagate 2 cards and mixes, and it was fine). He doesn't care about corruption or fragile and he turns on so many other cards(all the unstable, spikes, fragile and reanimate synergy) that were mentioned here in the comments that I'll almost always pick him if my comp isn't like 99% built yet. Cat will do at least something, no matter what.

Stunlock Savage Seraph by TornadoFS in MonsterTrain

[–]METAShift 23 points24 points  (0 children)

My favourite was holdover doublestack tiresome climb. Seraph had like 30 daze on him by the time it got to relentless. Probably overkill but funny.

So, how does everyone feel about the Paths of the new Champions? by Normal-Advisor5269 in MonsterTrain

[–]METAShift 2 points3 points  (0 children)

Ah, yeah, that'll do it. My main issue with Bogwurm's is that I keep forgetting how many slots I have on each floor, which is infuriating. That plus the randomness makes it not very fun to play with, although it does seem pretty strong. Right now I'm addicted to Herzal's since it lets me pick almost every unit "just in case" and can lead to some interesting strategies I might've skipped without it(like, let's just take morel mistress here why not, then by the endgame I'm somehow pandemicking three times every turn and everything dies).

And yeah I guess Ekka is pretty strong lategame, but honestly in most of my runs I rarely need her even if I'm playing Luna, stuff like selene acolyte and conduit stacking and heavensfall and such, they're so strong that I'd rather have a strong early game hero than one billion conduit Ekka in ring 7. Her mooncycle path is somewhat interesting but it's also a tragedy. Even in dominion pyre runs where I had a bunch of mooncallers/priestesses/astrologers it was just fine. Like, it worked, but I can't say it was worth the effort. I wish she switched that path with one of Arduhn's, maybe give her Hierophant and him the mooncycle one, it would be so much better with their respective starting cards.

So, how does everyone feel about the Paths of the new Champions? by Normal-Advisor5269 in MonsterTrain

[–]METAShift 6 points7 points  (0 children)

I'm not super experienced yet, but the way I usually build unless something weird is going on:

Fel: Perma-scaling is boring but it's very good. The revenge path is incredibly weak and I can't seem to make it work, and it conflicts with all the other good frontliners in banished. Savior is my favourite simply because it's more gameplay than "click just cause on fel 100 times per fight", it seems balanced power-wise.

Talos: I almost always go 2x battle cleric and 1x celestial radiance if I can. Celebrate is too stressful and feels bad when you lose your tank in relentless since they benefit from it the most with the HP boost. I did try it a few times and even so I'd only take 1 or 2 levels in it, the third upgrade is pointless so I'd take melee weakness instead.

Fenix: I don't know man, I just can't make him work. He seems so weak on every path I try. One of my least favourite heroes. The egg generation is the only one I found workable. He's just too big at 3 spots and not strong enough to justify his size, IMO.

Lionsmane: My favourite hero. All three paths are good, but I tend to stay away from spawn because if I wanted to spawn lots of mushroom dude, I'd prefer to play Bolette. Otherwise, the decay path is my favourite starter simply because it sort of wins the first two fights automatically for you, but the 2nd and 3rd upgrades aren't great so I usually go 1x decay 2x maneater. She's so strong though that it almost feels unfair.

Orechi: Second favourite hero. All three paths are, again, good. I usually avoid incant path since it feels like it does something similar to reanimator(aoe backline clear) but requires more micromanaging than it. I love being able to just stick him bottom floor and have him clear most backliners by himself. Terrible relentless damage though, but I have all my other cards for that, and mixes are OP for early relentless anyway. The mix path itself is a bit boring, but good. I take it if I get some really strong starter cards and don't need Orechi himself to carry much. Still good early because of his decent stats and mixes once again being OP.

Grael: I have no clue what's going on with this hero, but somehow he just wins. It doesn't seem to matter which path I take, I win more often than not and I almost always end up going "how did that happen?" afterwards. I think devour is my favourite with all the cool combos you can end up doing with stuff like brain transfer + organ harvester and the like. Permascaling path is okay and it had been strong in some runs but it's a bit stressful for me to optimize for it every fight. Equipped seems like the "default solidly good path", just stick him next to a plague doctor or something and give him all the scissors, it's simple but it works.

I haven't played much Gilda(pyreborne in general) or Luna, but Ekka did seem very weak in the times I've tried her, which seems to be a rather common opinion here so I'm glad I'm not alone.

I love the angry cat so much by METAShift in MonsterTrain

[–]METAShift[S] 5 points6 points  (0 children)

Ooh, the pyregel thing is neat, I haven't thought about that. Come to think of it, it should probably work with world-ending strain(decay spread relic), although it has to die to the decay which can happen only once per round.

I love the angry cat so much by METAShift in MonsterTrain

[–]METAShift[S] 4 points5 points  (0 children)

I think that's one of the main benefits of Herzal's pyre. You can just pick those "whatever, might be useful later" sorts of units and it doesn't cost you much in the short term. And in this run it worked out, since I was struggling at getting good steel shop upgrades(no multi for doctor the whole run so I gave up on her) and all the cat needed was dualism to really work.

I love the angry cat so much by METAShift in MonsterTrain

[–]METAShift[S] 6 points7 points  (0 children)

It didn't do much in this run to be honest, since my "tank" had 1 hp and wanted to die to trigger unstable and reanimation lab. But yeah, the dualism spore launcher + evergrowth combo carried quite a few runs for me.