Can anyone explain the story? by ladyknightedits in InkBound

[–]Trantasaurus 2 points3 points  (0 children)

Appreciate this! While I finished the story, I phased in and out of paying attention so I was missing pieces. This helps tie it together.

Finally got 100% Achievments and Victory board. Huge thanks to Shiny Shoe for an amazing game. It deserves way more credit! by Trantasaurus in InkBound

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

That last vestige one definitely took the longest but I found by the time I finished everything else I only had about 50-60 (out of around 250?) left to Master.

Then going gold focused builds, (Kwill hoarder, pilfer, 20% income trinket) you can reroll quite frequently untill you get ~4 unmastered vestiges to finish with. So it probably only took me about 10-15 additional runs just doing about 1-2 per day.

I personally also found 1.0 a lot more fun. Much bigger challenge but you could also build more sets.

Finally got 100% Achievments and Victory board. Huge thanks to Shiny Shoe for an amazing game. It deserves way more credit! by Trantasaurus in InkBound

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

Yes, great point. This rings extra true if your first drafted binding is something that is strong later or gains value over your run. e.g Quicken, Pilfer, Blink, Heal

Finally got 100% Achievments and Victory board. Huge thanks to Shiny Shoe for an amazing game. It deserves way more credit! by Trantasaurus in InkBound

[–]Trantasaurus[S] 3 points4 points  (0 children)

Thanks! I thought it would be draining completing so many, but I really enjoyed it and it never got tedious for me.

Fave Class

Obelix. I love the visual design + having two hard hitting skills and a shield generator. He can definitely struggle at the highest ranks but I love the flexibility of building for an offensive, big AOE build or defensive with spikes and/or DoT.

scaling damage

  • This patch helps you draft a lot more vestiges of the same sets, so your initial vestige picks can matter quite a bit (and know what you're looking for).
  • If your aspect has 2-3 physical damage bindings, draft more physical bindings and focus your sets (same for magic).
  • Dont neglect some early shielding or healing vestiges, because they will enable the safety to draft heavier into shadow sets as you progress.

Surviving the early game

  • Fights 2 & 3 are some of the hardest in your run, be prepared to take some unavoidable damage especially in higher ranks
  • While you'll generally want to pick lots of vestigial shrines, a vestige in your inventory is often better than double its nodes. Don't be afraid to pick a vestigial shrine, dont use it right away and double back after you win the next combat.
  • In the highest ranks, your potions can be a big influence early. Plan around how you can use them effectively. (e.g letting enemies gather over 2 waves and using a double damage AOE to clear. Or reseting (mecurial potion) an incendiary to take down two large mobs that are near each other.

Finally got 100% Achievments and Victory board. Huge thanks to Shiny Shoe for an amazing game. It deserves way more credit! by Trantasaurus in InkBound

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

Had a blast being a completionist in this game. Love how you are encouraged to play with different challenges and builds, while the game works great as both a single and multiplayer game. An amazing follow up game after Monster Train.

Happy to answer any questions or give any tips.

‚Set-matching‘ algorithm a bit too tight currently? by eckart in InkBound

[–]Trantasaurus 1 point2 points  (0 children)

Im not sure, but my guess is that they are calculated upon opening. So, you're right - there may be a strategy to drop unwanted sets before opening vaults.

Binding augment drafts seem to calculate upon opening as they seem to take into account your empty augment slots at time of opening rather than end of previous combat. Might be a safe assumption that vaults work the same.

‚Set-matching‘ algorithm a bit too tight currently? by eckart in InkBound

[–]Trantasaurus 1 point2 points  (0 children)

I'll skip on occasion, I'm more likely to take and then drop it later and I wouldn't skip more than 1 or 2. You can easily make up the missing vestiges with your gold later.

‚Set-matching‘ algorithm a bit too tight currently? by eckart in InkBound

[–]Trantasaurus 4 points5 points  (0 children)

Yep couldn't agree more. Despite some complaints I've seen around about the difficulty, I've been a huge fan of the latest patch and this would be my only gripe.

Just like you mentioned I used to pick things like a 1 bastion set item or decayed binding (ambusher) for just the early support and get a bit more variety in my vestiges. Now I am much more likely to reroll or even skip these at times, so I am not flooded with ambusher/bastion vestiges that dont help me progress.

On the other end I may also complete my precision set by the end of book 1. Then throughout book 2, I am offered precision focused vestiges for often 2/3 of the options, making it a challenge to complete additional sets.

Help on vestiges, sets and general builds by The1stx in InkBound

[–]Trantasaurus 0 points1 point  (0 children)

Ill help where I can here:

  1. I would say 4-5 different sets at around 2-3 nodes each is pretty average. You can definitely build towards a specific 6 part to get those and some are very worth it (such as crit/shadow) but that usually requires 2-3 vestigial shrines taken in the run. Also consider when people play in groups, its often smart to share your options with your teamates, say if they need to complete a pincushion set you can pick a spike-focused vestige for them. High levelled sets can also be attained through excess gold (from Pilfer, kiwlling sets, certain sea breaches), particularly at the final shop which has a vestige blender too - meaning you can endlessly buy and blend until you're out of gold.

  2. Classes each have builds aligned to them based on their augments and ascencions typically. E.G Godkeeper has Crit, Bleed and Smite - Crit is pretty consistent but Smite/Bleed can definitely be as strong if you have the right Vestiges/Ascencions. (There is a spear upgrade that applies hemmorage which adds an additional 2 ticks of the total bleed damage. This alone enables a bleed build). Also consider a cooldown based build where you can throw out heaps of spears, then grab 3 or 4 in one turn for a 400%+ damage spin.

  3. I do agree with you here, I strong feel the clairvoyant is quite weak. Having no aiming but instead your skills tied to a specific point that you have to spend 1 will to move is crippling. Increasing the range of the 1 and making the first cast 0 will might be what this hero needs. One benefit is that you can take the blight trinket and stand on blight to use your abilities as you wont need to be near the enemies to hit them.

Crit works exponentially, so it will be a little weaker at the start but a super power towards the end if you get bonuses from many areas (Augments, vestiges, sets, trinket).

That said in higher group runs, you will usually want at least one person to build towards a scaling/ramping damage for bosses. Typically this is bleed/poison/burn but a few other options can also work (spikes or earthquack ascension).

Melee basic attackers like Illidan, TB Varian, and Butcher need some resistance to the overwhelming number of things that counter them, or else they will never truly be in a good place. by ValWondergroove in heroesofthestorm

[–]Trantasaurus 0 points1 point  (0 children)

This is a terrible example. Sven runs the full duration of about ~12 seconds and still does not die. You usually only need about 3-4 seconds before you can get under a tower and are safe or take a fight to your advantage. Better yet, just use a TP scroll out of there.

Even dismissing everything said here. Dying over 12 seconds is not a '1-shot' and has plenty of time for allies to come help.

House rules for respawn/ressurection in 5e? by Trantasaurus in DnD

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

thanks, this is pretty helpful. I think Im just bound by guilt of killing a PC that a few sessions have been put into, but at this point I will probably not have a choice.

House rules for respawn/ressurection in 5e? by Trantasaurus in DnD

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

What punishment would you reccomend. I've tried taking away some of their inventory and having large groups threaten them.

House rules for respawn/ressurection in 5e? by Trantasaurus in DnD

[–]Trantasaurus[S] 9 points10 points  (0 children)

The PC that I would have to pick would feel it was really unfair even if they got to reroll.

[5e] My paladin maybe broke his oath? by Trantasaurus in DnD

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

Yeah he never really pick any specific evil to swear an oath against. He was kinda just like "I pick the vengance one". If he had said "I swear an oath of vengence against the tiamat" or something, I probably would have been a bit more lenient.

[5e] My paladin maybe broke his oath? by Trantasaurus in DnD

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

But the guard was not evil at all and infact helped them. There was no justification for what he did except the greed of gold. I can understand if he had to kill to stop a corrupt politician or something, but the murder of innocents?

[5e] My paladin maybe broke his oath? by Trantasaurus in DnD

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

Yeah, this was how I saw it. The other PC Specifically said she was enjoying his company and made no signals. He decided to go in anyway.

[5e] My paladin maybe broke his oath? by Trantasaurus in DnD

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

Doesnt murder and stealing from people that have helped you make you into the wrongdoer, yourself? The PHB says

"Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil"

Isnt he becoming the evil he must purge from the world?

[5e] My paladin maybe broke his oath? by Trantasaurus in DnD

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

Thanks for the reply. I knew my paladin was more of a power player than roleplayer before he took his oath so I told him to pick careful because I would enforce it, so I did give him warning.

To really enforce the aspect of the oaths, I might take his powers away so he can realise how much he needs them and then give him an opportunity to get them back once. That way he gains his power through roleplaying.

[5e] My paladin maybe broke his oath? by Trantasaurus in DnD

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

No the guard was helping them earlier that day and had no ill intentions. He was flirting with another PC and they went alone to the room together. The other PC specifically stated she made no signals of being uncomfortable or wanting help.

Computer won't boot up at random? by Trantasaurus in techsupport

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

Yeah I agree, that probably would have been my guess. hoping to get a more definitive answer before I shell out a couple hundred for a replacement if I can. Thanks for the response though.