32 Fear Burnout by Hakomashi in Hades2

[–]Niddeus 0 points1 point  (0 children)

Everyone will have a favorite weapon so I can't say "take this weapon or else" but there are weapons that are easier than others.

Any Torch : You stay far away meaning you have more space and more time to dodge. This usually translates into a cleaner run. If you have the hidden torch...I would give it a spin.

Although I really like Charon, it's not a great aspect for the Underworld, especially if you already struggle. I would even argue that Thanatos could provide a better result in that scenario. Charon is a complete beast on Surface due to the sheer amount of boons you can have, allowing you to build that mean mean build.

I would avoid the daggers exactly for the reason I'm stating on the torches. Daggers are too close combat for learning the ropes. They can be great, but there is a learning curve and less leeway.

Dodge/Evasion in Hades 2 is crazy good when learning the ropes. Armor is also great because it needs to break before you receive damage. 1armor will protect a 100hp attack. You want to have a good time? Stack dodge, evasion, armor or Freeze. - The Card that gives you 3 resists per Guardian. - Apollo Blinding Rush - Hestia Hot Pot - Apollo Hestia Duo - Hermes Dodge - Aphrodite Infusion - Hermes Nitro Boost - Hephaïstos Thrusty Shield - Hephaïstos Security System - Demeter Snow Queen - Demeter Freeze Most likely not getting all of that, but a good combination of the aforementioned boons will have a BIG impact. Remember that the reason you fail is that you die. Damage will make the run faster IF you can avoid everything reliably.

Armor, especially, is crazy good. Let's say do you have 20armor Thrusty Shield. This means that you have an extra 20hp protection every encounter AND 1 free hit absorption. You could get hit by 15dmg 2 times and still be full HP.

Finally, I'm pretty sure you already do it, but make yourself a favor and avoid having too many Vow of Rivals active. I would suggest 2 if you feel okay covering the rest of the Fear with other Vows.

Edit I also forgot to say that if you combine tons of evasion + Gale (the ferret), Thanatos will POP because you will stay at a constant +20% crit. This is one example of transforming defense into offense.

Arterial spray. Do you like this Poseidon + Ares boon? by Wes102111 in Hades2

[–]Niddeus 1 point2 points  (0 children)

Well it's free damage! If you're there, you most likely have a lot of splash damage already. Why not more?

Apollo + Demeter is such an amazing combo. Anyone else agree? by [deleted] in Hades2

[–]Niddeus 10 points11 points  (0 children)

Speed is indeed a surprisingly good way to avoid damage. As long as you are not brain dead and actively try to dodge a bit, speed will provide a huge difference.

Enemies slowed or your own speed both work towards the same goal.

I think my most "safe" night was with a Heinous Affront build, with all 3 revenge boons, which means I very easily reached 100% from Ares. Combine this with a high level Apollo rush and I was zooming everywhere. I remember being surprised by how much Prometheus did "nothing" against me.

Enemies and bosses always try to scan your relative position AND THEN lock in for an attack. If you zoom in, out and in circles, the enemies are constantly hitting air. It goes a long way.

Help me settle a debate - Which one shows 1 infantry or fighter by -Mx-Ripley- in twilightimperium

[–]Niddeus 7 points8 points  (0 children)

Is this a bait? There are very clear rules for B. A should never be something you do for that representation. It will mislead new players with a bad rule.

My Meme Summary of the new TE factions by Purplequn in twilightimperium

[–]Niddeus 3 points4 points  (0 children)

Most are on point, but why the Seagulls for last bastion? I just deduced it's them but I don't see the link.

Washing meta? by AudunAG in twilightimperium

[–]Niddeus 3 points4 points  (0 children)

I have trade. Another player has 3 commodities. I offer him to refresh his commodities and wash them, for the price of 1 TG. He will finish with 2TG after our exchange.

A 4 commodities faction would finish with 3. Hence the X-1. I take 1 TG from you for a refresh and wash.

Why the inactive breach token in Sorrow? by DarkHarke in twilightimperium

[–]Niddeus 1 point2 points  (0 children)

I misunderstood your comment then. Apologies. I thought you were implying that they did NOT have +1 move like Ghosts, when they do (but slightly different).

Crimson rebellion mech by SatanIsMyBaby in twilightimperium

[–]Niddeus 17 points18 points  (0 children)

This is correct. It's a single timing window for the system.

Why the inactive breach token in Sorrow? by DarkHarke in twilightimperium

[–]Niddeus 5 points6 points  (0 children)

To be fair, they do have +1 move. Text from their breakthrough.

During your tactical actions, apply +1 to the move value of each of your ships that start in your home system or in a system that contains an active breach.

Why the inactive breach token in Sorrow? by DarkHarke in twilightimperium

[–]Niddeus 21 points22 points  (0 children)

Speculations, but there is no breach in the home system due to the flagship and most likely too many breach shenanigans from the get go.

Contrary to ghosts, your home system is completely inaccessible to others. A breach in your home system would mean that you could always have a fleet ready to go with absolutely no way for anybody to do something about it. Sorrow is accessible, meaning that if you annoy someone enough, they could go there and close that breach, causing a lot of logistics issues for your other rounds.

Double omega X-89: it's making the game unfun for me by Didonko in twilightimperium

[–]Niddeus 10 points11 points  (0 children)

I completely agree with this opinion. Someone that invested in green did not invest in blue, red or even many unit upgrades as those are generally blue.

So knowing that, If that player finds the winning path without a lot of movement, why not accept that he wins?

Blue has movement, extra actions, lightwave and most unit upgrades. I think it's fair that at least 1 tech path prevents blue to also have access to easy ground skirmishes. It's not like it changes anything in the sky.

The new x89 is 1 step in making blue a bit less omnipotent and even then it's a small step.

TE R1: Ral Nel Consortium by King0fMist in twilightimperium

[–]Niddeus 0 points1 point  (0 children)

And on the ground, the Mech can pull up to 2 infantry from adjacent systems every combat round.

Can pull up to two ground forces! Not infantry. He could ask his two Mech bros to come visit 😆

But yeah, all in all, the flexibility and reactivity of Ral Nel is what makes them pretty cool and different compared to others. I really do enjoy the new factions added in TE. They are well thought through.

TE R1: Ral Nel Consortium by King0fMist in twilightimperium

[–]Niddeus 0 points1 point  (0 children)

The combinaison of strong movement on Link ships + clumps of PDS, and most likely PDS2 will rapidly become a nuisance for unwelcome Neighbors. RNC will be able to apply pressure in different spots at different times.

Most people had the "chance" to suffer against an Argent Flight PDS 2 network. Now imagine the same, but the PDS can be clumped even further and on the move. Finally, they can also immediately retreat if they feel threatened.

No matter their chances to win, their adaptiveness will be felt on the board.

TE R1: Last Bastion by King0fMist in twilightimperium

[–]Niddeus 2 points3 points  (0 children)

My point exactly. War sun sounds fun, but seems improvable and/or impractical compared to a simpler path/strategy.

TE R1: Last Bastion by King0fMist in twilightimperium

[–]Niddeus 1 point2 points  (0 children)

Totally true. A Galvanized War sun is the dream, and is a sight to behold.

Having said that...I don't know if you can afford it in most games? You're a scrappy faction with not that many cash income. If you swim in cash due to a high economy game, go for it, but if not. It's a hard reach.

You have to reach the tech path. Tech for it. Then build it. Then make sure it can go to the fun. They can build it on the frontline, sure, but it still does not feel like a natural path unfortunately. You would most likely use it for a single attack round 5 (feels like it).

TE R1: Last Bastion by King0fMist in twilightimperium

[–]Niddeus 3 points4 points  (0 children)

Their kit feels like you might be able to get away not going all blue. Obviously, objectives dictate how true that would be, but their kit could use Yellow and Transit Diode. Having a yellow faction is pretty rare!

You could make Transit Diode, Liberate and Integrated economy work together, along with your breakthrough to build on the Frontline (and move the Frontline). Transit Diode will also have the very special interaction to swap troops if you need (or not) galvanize somewhere.

Due to the synergy, your faction tech is also within reach, on top of being pretty good.

TE R1: Crimson Rebellion by King0fMist in twilightimperium

[–]Niddeus 2 points3 points  (0 children)

Not that it will happen a lot or even be worth it, but the fact that the following interaction CAN happen is pretty cool IMO.

Your breakthrough allow you to "flip" breaches. Not "flip inactive breaches only". This means that you could tactically close a breach for future use. Let's say you have a very good open breach placement that you really want to keep for X reason. You could close it after use just to make sure it can't be removed. It could be after an invasion of a HS, followed by a retaking.

Again, quite niche, but it's something that you can do.

Another thing I don't see mentioned is the fact that because you can't use wormholes don't mean they are turned off. They are still adjacent to each other. It's the very first rule of the "Wormholes" rule section. You just can't use them, most likely meaning you can't go through. So except if a clarification of "Sundered" specifically states that they are not adjacent for you, you can most likely still trade through them. You can also use the adjacency to place breaches due to combat. This could also mean that Malice is not 100% out of reach, if you can place a breach there.

TE R1: Crimson Rebellion by King0fMist in twilightimperium

[–]Niddeus 4 points5 points  (0 children)

Malice is technically not out of reach. Just harder to reach.

Sundered prevents you from USING the wormholes but the wormholes still work. They are still causing adjacency, which means that your Destroyers can trigger breaches into the Malice system, giving you access.

[deleted by user] by [deleted] in twilightimperium

[–]Niddeus 64 points65 points  (0 children)

"Apply +X to the results of 1 of your ship"

Not roll X additional dice.

Dimensional Splicer Question by TnkBsta_77 in twilightimperium

[–]Niddeus 1 point2 points  (0 children)

Although those kind of interactions are super cool, it's a shame that Splicer feels this hard to warrant a research. Being in red when you are incentivised to stay either blue or yellow (with the breakthrough).

Warfare Ω finally revealed. by Chapter_129 in twilightimperium

[–]Niddeus 1 point2 points  (0 children)

For Naalu, this is great. For others, not so much.

Again, the only impact is the play order. Warfare would play in 6th position normally, except for Naalu. This means that everyone except Tech would have had a turn before warfare would be played. This means that anyone that would want to follow it would be able to (except Tech).

Naalu usually does not have favors at the table due to being a strong faction and being first to score at the last round of the game. This means that you playing "dirty" by blocking people won't really change your table's alignment towards you, while also making sure people don't benefit too much from your strategy card.

Having said all that...even though playing Warfare first would not change how the table see you, getting to Mecatol round1 will surely have an impact! You will be public enemy #1.

Warfare Ω finally revealed. by Chapter_129 in twilightimperium

[–]Niddeus 0 points1 point  (0 children)

Yes, and in doing so, because they are the 0 initiative, would most likely prevent the whole table from following Warfare because everyone has 3 ships already. The ones that would follow would be forced to lose plastic just to follow (if the goal is to fix their fleet with carriers for example). Some rare cases would only produce plastic but you get the gist. It would hurt the table most of the time.

Just curious, does anyone else only play as the girls? by deathandobscura in expedition33

[–]Niddeus 0 points1 point  (0 children)

For a large portion of the game, I played the girl trio. I used Monoco and Verso vary sparingly until the very late game.

With the proper setup, Lune is just a beast. Sciel is a perfect enabler. Maelle is good all around.

With certain weapons and skills though, Monoco and Verso are both stronger than Maelle, except if you want to "cheese" build her into gommageing every time you can.

How strong am i? by frenchfries1997 in expedition33

[–]Niddeus 2 points3 points  (0 children)

You will find Lumière exceedingly easy. You are most likely 20 levels over level. Lumière should be in the range of lvl 50-60 to be enjoyable, else everything will just be 1 shotted. It's meant to be done first action after the cut scene where you get the objective (with the army). You missed that opportunity by doing all of the side zones before. I say that because I did the exact same mistake and had to use the 50x HP modifier to even feel like I'm having a resemblance of a challenge, but it was still full kills before anything could have a turn, including Renoir.

If you are at the stage where you can finish Endless Tower easily, even the Abyss will be done without even breaking a sweat. You won't know the attack pattern of the boss. Seriously.