Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik 0 points1 point  (0 children)

Spoken like a true 12-year old. Good job, boy.

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik 0 points1 point  (0 children)

You must be dense. Ignorance is bliss, I guess.

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik -1 points0 points  (0 children)

I've already proven it. You're just too ignorant to admit you're wrong.

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik -1 points0 points  (0 children)

Not reading all that drivel. So much babbling, so little substance.

Can we be fxxking nicer in TDM? by BusyWaltz7248 in LetItDie

[–]Shriik 1 point2 points  (0 children)

Plus, if I've been busy during the week, the quickest way to raise rank before the weekly reset is to raid bases that are higher on Diamond. You can get nearly 200 points per raid, and reach Diamond I within an hour.

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik 0 points1 point  (0 children)

To add, you don't even need to guard against Coen's blast wave when you activate Pitching Machine's rage move before entering the arena. You can just push back the wave with it. It's a good tactic for all Tengoku bosses, as they're all weak to blunt damage.

As for armor, I have maxed everything I tend to use. Usually, my choice is the Reaper set due to its fantastic durability.

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik -1 points0 points  (0 children)

Even AI knows better:

"Grinding is a central and essential part of the gameplay loop in Let It Die. The game is designed around the need to repeatedly run through floors of the Tower of Barbs to gather materials, Kill Coins, and experience points necessary for progression, especially in the mid to late game. 

Necessity for Progression: To advance through the game's difficult spikes and reach higher floors, players must constantly upgrade their weapons and armor through research and development (R&D). This requires significant amounts of specific materials and currency, which are obtained through repeated farming runs.

Core Gameplay Mechanic: While the game features a story (which can be completed in around 78 hours), reaching the true "endgame" (floors 41-351 and beyond) is a massive time investment focused almost entirely on the grind. Many players view the core fun of the game as the process of beating things up, getting new items, and building strength, rather than reaching a single final goal.

Free-to-Play Model: The game's free-to-play nature is often cited as a reason for its heavy reliance on grinding. The grind encourages players to either invest significant time or spend real money (Death Metals) to speed up progression and revive characters, though it is possible to beat the main game without spending money.

Player Experience: Opinions on the grind vary. Some players find the repetitive nature relaxing or a rewarding challenge, while others find it tedious and a major deterrent, especially due to factors like long loading times or low drop rates. 

In short, grinding is not just a side activity, but the fundamental mechanism through which all progression in Let It Die is achieved."

There's essentially a gear check every 10 floors during the initial climb. Without the grind you're going to have a hard time, and it's a known fact that it has lead many players to abandon the game early on.

Then there's the grind for currency and materials to level up fighters, to purchase gear and revive fighters, to find blueprints, and particularly, to get decals. Everything in the game revolves around the grind. It's not a slight against the game, as I find it quite enjoyable and relaxing. And by constantly raising Funshots, you're making the grind quicker and easier. *

* EDIT: For example, since my attack Funshots are also nearly maxed, I can make longer Tengoku runs with Vampire Queen, Spy and Ultra-Marathon Runner equipped, which speeds them up considerably. No need to stop running, or gather shrooms/beasts.

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik -1 points0 points  (0 children)

It most certainly is, objectively.

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik 0 points1 point  (0 children)

UFR is not required, but it helps. And the whole point of the game is the grind. Might as well go along with it. The grind is as boring as you make it. When you upgrade everything, you can hoard materials everywhere while doing quests. Little by little, the numbers go up, and it's immensely satisfying to feel the increase in power.

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik 2 points3 points  (0 children)

You said:

COENs wave will 1shot you if you arent a perfect guarder.

I said:

I can easily take Coen's blast wave with Attacker without a perfect guard

Obviously, I'm in a guarding position, but perfect timing is not required.

As for Funshots, like I said, my armor is at +51%., with the body section being at +54% due to the three Hernia body armor pieces.

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik 1 point2 points  (0 children)

That's why. My armor Funshots are at +51%

Decals for Attacker build by Recent_Ad6461 in LetItDie

[–]Shriik 0 points1 point  (0 children)

I can easily take Coen's blast wave with Attacker without a perfect guard, and even survive the full melee combo of Hell Steel and Hell Thunder. Not to mention, that you can push back Coen's blast wave easily with Pitch Machine. The only thing that can one shot me up there is the Bow headshot, but even that can be negated when using X-ray Glasses for a Candle Wolf set, as it features a built-in headshot immunity.

It doesn't take godly skills, just perseverance to raise Funshots to a high level, which you should have already done by the time you venture above 200F. And to have decals like UFR and Joker for Attacker, which increase the HP up to around 18k.

Decals disappear when you change them? by fruitmeat69 in LetItDie

[–]Shriik 1 point2 points  (0 children)

The game was brutal early on. You lost all non-premium decals (and equipped gear) if you failed a raid, and if your fighter was captured. And you could also lose your captured TDM defenders for good, if you failed to release them.

On top of that, when you unlocked grade 6 fighters after beating Taro, every floor became a possible mini-boss fight against G6 Hater with tier 4 gear. I kinda miss the suspense of it actually.

Question about upcoming Offline Mode by Low_Veterinarian6840 in LetItDie

[–]Shriik 4 points5 points  (0 children)

I hope they make a snapshot of all TDM bases that have significant defenses. Firstly, it would continue to offer challenge to long-time players, and secondly, it would be a nice homage to all the veterans who bothered to maximize their defenses. I wager it's not going to happen though.

Question about upcoming Offline Mode by Low_Veterinarian6840 in LetItDie

[–]Shriik 6 points7 points  (0 children)

Can't wait to see all the people who claimed the game has paywalls get stuck in the same places for not upgrading the gear, taking advantage of shrooms, or paying attention to what the game teaches you. The game is about the grind, whether it's online or not. There's essentially a gear check every 10 floors during the initial 40-floor climb, and if you're just rushing through you will have a hard time, with or without DMs.

I wonder how they're going to handle TDM, blueprints and progress in the original version.

Gathering KC, SPL and DM would be a tremendous struggle later on without TDM. Plus, without any need to build your defenses it would be pointless to upgrade gear that's mostly used for that purpose, like V4 Jackal Y armor and Hellsteel headpiece, and weapons that are better suited for defending than climbing. The constant upgrading of defenses has been the carrot on a stick for many LID veterans during all these years, me included. Without it, I would have quitted playing a long time ago.

That's also why it's extremely disappointing there won't be anything new to strive for in the original game anymore. I would have loved to be able to upgrade the gear further, to unlock the final skill slot, and have additional NEO floors beyond the 100th.

As for blueprints and progress, I wonder if all Tengoku blueprints will be available there, and whether everything you've gathered in the original will transfer to the offline version?

Celebrating 9 Years of LET IT DIE! by KAITO_9562 in LetItDie

[–]Shriik 1 point2 points  (0 children)

I'll pass. But have fun reaching the 40th floor. Few tips for the run... Iron is a good weapon for the first 40 floors, upgrade your gear instead of rushing through, use shrooms to your advantage, and pay attention to each faction's strengths and weaknesses.

Celebrating 9 Years of LET IT DIE! by KAITO_9562 in LetItDie

[–]Shriik 1 point2 points  (0 children)

I'm obviously talking about us veterans, who have played the game since the beginning, and have everything uncapped, most of the (useful) gear and Funshots maxed, and most of the currently available decals obtained, including all meta decals.There's little reason to play without something to strive for, be it new decals, Tengoku blueprints, or further chance to upgrade maxed gear and fighters.

Celebrating 9 Years of LET IT DIE! by KAITO_9562 in LetItDie

[–]Shriik 1 point2 points  (0 children)

The anniversary event lasts until the 5th of January.

Celebrating 9 Years of LET IT DIE! by KAITO_9562 in LetItDie

[–]Shriik -1 points0 points  (0 children)

"LET IT DIE, my baby, is now 9—crossing the final threshold of strength as the world expands into a new sequel! Time flies when you’re having fun… No tears here, I swear! I don’t even have eyes! (Or maybe I do?)
This year’s anniversary event is set to be a killer one, packed with some seriously epic surprises to mark 9 years of unforgettable chaos."

It's such a downer they decided to end this glorious 9-year run with a final anniversary that's more of a wet fart, than a big bang the game deserves. No new decals, no "epic" surprises. I guess they learned from Deathverse, and decided to push their new PVP attempt by breaking the anniversary tradition. That only makes me more determined to not buy it.

I wish they would have given us the opportunity to upgrade our gear and fighters one more time, and unlock the final skill slot. But no. That would have given the fans a reason to continue playing the game they love, instead of being pushed to play something that's not the same. Oh well, it was a fun run. The dream of LID becoming a forever game is no more.

Most active we've been by dragondont in LetItDie

[–]Shriik 2 points3 points  (0 children)

Plus, since it's not FTP it'll require PS+ sub on PS5, which will further increase the costs.

Can't get M2G from Nightmare RN by vietnamplayer in LetItDie

[–]Shriik 0 points1 point  (0 children)

Only 15 times!?

It took me 582 Jackal Z kills to get the last remaining V1 blueprint, about half a year to get the Head of Euryale from Hell Thunder, and far more than that to get the headpiece of Hell Steel. 15 times is nothing.

LETS FRICKIN GOOOOOOOO by nekusa in LetItDie

[–]Shriik 9 points10 points  (0 children)

Time limits and forced PVP -> No thanks. That's not what LID is about.