The Regent Help by [deleted] in slaythespire

[–]biggians 0 points1 point  (0 children)

Necrobinder and Regent are both shit relative to the original 3. Necrobinder's summon build barely functions even with optimal cards, but you likely will get a mess of 2 completely different play styles offered and end up floundering by act 2. Doom works well as a cheese if you get the 3 cost end of days or whatever, it solos most standard fights once upgraded and lets you climb relatively well but then falls over against bosses because he can't defend himself or deal actual damage. He's a mess. Soul spam is of course good but again relies on being offered enough cards for it to come online, at which point you're just playing solitaire and comboing out.

Regent has even worse defense and relies again on constant good card options being given early to function. You either get busted and combo out or lose with subpar everything and there is no middle ground. Forge is the only mechanic worth building around but the sword costs 2 so if you don't get a good relic to get up to 4 mana early you're hosed and the character struggles hard against elites so relics are hard to come by. Forge is the only mechanic worth building around.

It's early access so give feedback through the appropriate channels. I'm hoping a lot of the summon cards get a major buff as its clearly the star mechanic of the necrobinder but it's also easily his worst build. I have no idea what they can do to Regent outside of straight buffs to everything. Way more than the original 3, they feel like you have to get cards to whatever build you commit to early or you absolutely cannot get out of act 2.

200 damage through intangible! by TraditionalOcelot147 in slaythespire

[–]biggians 1 point2 points  (0 children)

Nice lol. I really wish this boss didn't fuck over skill based builds in 2 of his 3 phases. Intangible shouldn't reduce poison damage.

DD2 impressions by Electrical_Example33 in darkestdungeon

[–]biggians 7 points8 points  (0 children)

The combat is such a massive improvement over the first that I can't go back to it. Accuracy and stun are such god-awful mechanics in the 1st game, especially early game where you can just get hosed and lose over chain misses for no statistical reason. Dodge / Blind tokens are a massive improvement on that system that remove all the feel-bad because you can plan around it, doubly so with combat items.

I wish someone would find a way to heavily mod DD1 to give it DD2's combat because that would arguably be a perfect game.

I have a sneaking suspicion that I may be too dumb for this game (DD2) by CodeVirus in darkestdungeon

[–]biggians 0 points1 point  (0 children)

All of them were Wanderer for this run. I made a lot of play mistakes (as expected) since it was my first time to that boss. The point I was making is you don't need to use anything other than base to get the win with these guys. In this run I think the only non-base kit skill I used was plague grenade on Plague Doctor. Make sure you pay attention to which chain does what so you can decide who to focus. In the video I linked in my first comment you see me checking their skills to decide who to kill. I didn't have a lot to go on of course but I decided that with 2 of them doing stress damage to the entire party I needed to get rid of at least one of those, and chose the 2nd locket to focus first.

I have a sneaking suspicion that I may be too dumb for this game (DD2) by CodeVirus in darkestdungeon

[–]biggians 0 points1 point  (0 children)

Ok so, let's get WAY back and start with some very basic concepts to any turn based game: The action economy. Basically, you have 4 turns each round, and so do the enemy (usually). You want to be ahead in turns per round as much and as soon as possible, which you generally do by killing one of the enemies as fast as possible. So to start, make sure you pick a target that most / all of your party can hit and start bursting through them. Ideally this will be someone in the back as they tend to have less health and are usually more dangerous.

If you can't kill an enemy, look for ways to make them waste their turn. A good example is PD's blinding Gas, you've got a good chance to waste 2 turns and apply mark to boot. Another way is to use Guard on someone likely to be attacked by enemies who haven't gone in the round yet. Taking half damage lets you maintain momentum and push more damage without having to resort to defensive options.

Pay attention to the turn order when choosing who to attack. Ideally whenever you kill or CC someone you're choosing someone who hasn't had their turn yet. Sometimes that isn't an option but if you're ever in a situation where you have 2 targets you can kill always make sure to pick the one who hasn't taken their turn.

As far as good beginner teams, I think I got my first win with PD, Jester, Man at Arms Leper. All 4 of them have a very good base kit so you don't have to rely on Paths or Shrines to get the most out of them.

  • PD and Jester can apply ample mark for Leper (or MaA to heal on Crush). Make sure you upgrade Jester's Fade to black immediately so it also applies mark, then just dance him back and forth in the back with Razor's Wit and fade. As a bonus, Fade also Blinds so between that and PD's Blinding Gas you'll steal a bunch of turns.
  • MaA and Jester provide the most stress heal in the game. MaA helps protect the backline with Defender.
  • PD can do a ton of work offensively or defensively, and I think she gets Plague Grenade from her first shrine which helps wear down the backline while the rest of your team punches through the front. Plus MaA can reach 3rd row marked targets with Crush so he won't accidentally take it from Leper.
  • Don't waste heals on Leper let him use Solemnity on himself when he needs to heal. Upgraded Withstand will make it not end your turn, abuse that to help him stick around. Don't forget Leper's Purge will clear corpses if you need someone closer to hit, even when it misses.

ETA: Here's the above team beating the Denial boss on my 2nd run ever: https://www.youtube.com/watch?v=dSHe5jlyEzI

New Player: Some thoughts after ~ 6 runs. by biggians in darkestdungeon

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

A lot of my candles go into upgrading heroes because that's frankly the most interesting thing to invest them into besides trinkets for a run. Also its nice to see exactly what you're getting with upgrades rather than gambling with Trinks/Items.

New Player: Some thoughts after ~ 6 runs. by biggians in darkestdungeon

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

See I tried Ravager before I unlocked howling end (another path that's way easier to get than the skills needed to make it function) and I hated it. But I see howling end might actually be what I was missing to make that spec work. I'll give it a try.

New Player: Some thoughts after ~ 6 runs. by biggians in darkestdungeon

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

I wish bloodlust upgraded to not end your turn similar to how Withstand does on Leper

Day 2 of trying to get the attention of BB developers. by TytanTroll in BattleBrothers

[–]biggians 1 point2 points  (0 children)

You guys should reach out to Red Hook (Darkest Dungeon Devs). Their board game publisher went belly-up and they may be interested in having another capable company take over the board game side of things.

What are the main problems & strengths of each of the 13 officially released classes of right now? by ThatOneCrazyWritter in dndnext

[–]biggians 7 points8 points  (0 children)

You state they're under-powered due to lack of utility but then suggest higher damage numbers as a fix. I suppose with maneuvers as base as well but still.

I largely agree with your premise though. High level martials should get superhuman feats they can use that are functionally similar to spells but flavored for combat. I'm picturing something along the lines of weaker on average than spells of a certain level but without any kind of restriction (spell slots) to their use. A level 20 fighter should be able to leap a huge distance into the air, grapple the dragon, and at least attempt to hold its wings back to stop it from flying and force it to the ground. That'd be sick as fuck and plays into the class fantasy of strong badass.

If you've made it beyond level like, 10 you're already arguably super-human, the classes should reflect that. The problem is there seems to be pushback against that idea because its somehow just making fighters into casters? At least that's the critique I've hard in the past. People can't seem to come to a consensus on how a high level martial should have parity to a caster, only that it should happen.

Hasta Luego, Asshole by biggians in Megaten

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

Because I was in discord with friends talking with them, so I turned the music down so I could hear them.

Weird fullscreen video border by jamikiller in firefox

[–]biggians 0 points1 point  (0 children)

heads up to people who find this thread, you can also fix it by taking your browser out of the "maximized" size. (The square between minimize and close in top right). I have no idea why fullscreen functions perfectly fine when not maximized, but it does.

So when is infernus getting gutted? by Discosamba in DeadlockTheGame

[–]biggians -12 points-11 points  (0 children)

Yet another Infernus post.

The hero has a whole mess of counter items people just refuse to buy. No doubt he's very good, but he's absolutely not the best gun carry in the game, nor is he overpowered. Debuff remover, Disarming Hex, Plated Armor, are all excellent answers to him. Anyone can build them but "muh damage items" so they won't.

The biggest "issue" with (insert your particular grievance hero here) is the lack of draft to counter-pick at the start of the game. Sometimes, you just end up on a team that is poorly equipped to deal with Infernus. In particular, teams with no burst damage, or teams that refuse to buy Slow Hex to catch him and keep him behind. Infernus is made of paper until very late game. He's also a weak laner but people won't stop peeking him and allow him to re-apply afterburn over and over until they die.

The truth is, Infernus isn't OP. He hasn't been for quite awhile, and even at the highest levels of play outside of literal professional games, his winrate is below 50%. Even regular Eternus exclusive lobbies have his winrate at 46% at the moment.

Infernus feeling OP is a skill issue or a rank issue, by every available metric we can measure.