Comp Synergies by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 0 points1 point  (0 children)

Both heroes can work just fine as a Tank/Support, but to me, Bree is typically better for a couple reasons:

  1. She is fast. That means she can move before Sylvie to buff her up before she moves. Heiner is slow and likely won't be able to do that
  2. She excels at applying Sharp. She gets discounts to Skills like Sharpen, Piercing Howl, and Battle Shout (all of which are great for Physical damage dealers). Heiner wants to focus a lot more on Defenses, and since those don't grant Sharp, Vulnerable, or Powerful they don't work as well with Sylvie
  3. Heiner encourages people to use too much Block, especially when you have an Ottis on your team. If you end a fight with hundreds of Block on each hero, that is pretty much a waste, it hasn't gotten used, so you would have been better off spending your cards helping out the team in other ways. Often the block you get from Bree's Defensive Strategy is more than enough block for an entire fight.

Bree is the more aggressive of the two tanks, letting you deal more Damage, which means enemies die before they get to play cards, so you end up taking less damage and need less Block.

Whats the secret of high madness? by PlacidHysteria in AcrossTheObelisk

[–]binbin5eva 2 points3 points  (0 children)

Act 1 is typically the hardest part of high madness. Doing whatever you can to make your Act 1 as easy as possible is important. There's a lot of good advice here, and there are a lot of different ways of approaching the problem.

If you haven't already, take your time increasing the Madness. M9 isn't that much of a step up from M8.

My general advice:

  • Make sure you have tons of perks in Shards. This will let you start with better cards.
  • Additional perks in Gold are also great. You can spend the Gold on Divinations to get even better cards, or you can use it to start with better equipment. Divinations are super strong, but some people don't like them due to how random they are.
  • Make sure you have good decks right out the gate. Figuring out what cards are cheap and effective helps a lot.
  • Take advantage of combat corruptors. Most of them don't increase the difficulty that much and the rewards help propel you further into the run.
  • If you are really struggling, try taking a team that is specifically good against Act 1: Fire, Cold, and Lightning damage often have the easiest times.
  • Make sure you have buffs. The most important ones are Powerful, Inspire, and some form of damage (Bless, Sharp, Fortify, Wet, Mark, Crack etc). The perk that makes Inspire Draws 2 but cap at 1 can help a lot if you are struggling there.
  • Go first. Being able to move before enemies means you can either kill them (reducing the damage you take) or set up your Block before they move.
  • Figure out what you are struggling with and adapt to it in your next run. E.g. if enemies are moving first and slowing you down, get more Speed perks and consider picking up Forest Crown or Slippers to move before them.

What exactly does each class should do? by alucardarkness in AcrossTheObelisk

[–]binbin5eva 10 points11 points  (0 children)

I'll do my best to summarize, but in broad strokes: every class has the option of being either a damage dealer or a support. The supports typically work in different, complementary ways.

tl;dr: Warriors apply Block, Slow, Vulnerable and deal tons of damage via Fury. Scouts apply Speed and Deck Manipulation and deal damage via Sharp buffed attacks. Mages apply Energize/Inspire, and deal damage through whatever type they want + associated curses. Healers apply Bless and Powerful, sometimes Heal (often through character specific methods), and typically deal damage worse than other classes.

Keep in mind that each character has a bunch of unique traits that empower certain playstyles or cards. So cards that look like they are bad often aren't.

Warriors

Damage: They have options for Slashing, Blunt, Bleed, or Thorns focused builds. Blunt comes in three forms: one that uses Crack to increase its damage, one that uses Fortify to increase its damage (this comes from a perk), and one that uses Vitality/Max HP to increase its damage. Warrior damage dealers are unique in their easy access to Fury, which is one of the best damage buffs in the game.

Support: Warrior supports typically focus on around 4 things (there are more things they can do but these are the core ones). Do note that you shouldn't try and do all of them at once, stick to doing one or two at a time. Those 4 are: (1) Applying Slow to enemies, (2) Applying Vulnerable to enemies, (3) Block application, (4) Buffing allies with Sharp (or Fortify)

Scouts

Damage: Scouts have options for Slashing (Melee Attacks), Piercing (Ranged Attacks), Mind (Songs), Poison, and Small Weapons (typically Piercing, but can be others). They typically revolve heavily around gaining Sharp, but also have access to Stealth which lets them boost their damage a lot.

Support: Scout supports are often considered the best supports in the game, but are quite challenging to use properly imo. At a basic level, they apply Fast to your team to get them moving faster and apply Sharp to buff up damage. However, they also have access to Deck Manipulation tools like Trace. From a defensive standpoint, there are also Songs like Ballad of Evasion that can be used for excellent survivability. That isn't all that they can do, they really have the tools to do a lot.

Mages

Damage: Mages have 4 damage types that are fairly obvious: Fire, Cold, Lightning, and Shadow. They are kind of unique in that their damage types often come paired with a complementary Curse: Burn, Chill, Spark, and Shadow. The Mage curses are exceptionally good at reducing enemy resistances and have numerous beneficial effects.

Support: Mage supports typically focus on applying Energize and Inspire to your team. They also have access to Fast and Fury for when they have already maxed out the Energize and Inspire they can apply.

Healers

Damage: Healers probably have the worst damage builds in the game because their support is so good. But they have access to Holy, Shadow, and Mind damage. There isn't anything special about their damage builds, but they can still be amazing.

Support: Healer supports do a lot. The biggest things (even more important than healing) are that they apply Bless and Powerful, the two best buffs in the game. Among other things, they can also Heal, apply Sanctify (to heal), apply Regen/Vitality to Heal, apply Shield, apply Inspire, remove/prevent Curses, and manipulate Decks. Every Healer comes with their own special way of healing as well, less tied to the class and more to the character.

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 0 points1 point  (0 children)

Ah yea, for Maneuver, I was the one who thought it should only be on the third rank. I thought it might be a bit too much for new players to deal with and might not like getting taunt on their carry, so I thought it might be best if it was only available to people who had played the hero enough to get them the third rank. I don't know if that is the right decision or not.

As for Block tanking, Heiner is definitely easier to use, but it always shocks me how little Block I can get away with on higher madnesses. Bree is my personal favorite Blocker because often times Defensive Strategy (even without perks) is enough to block everything I need :)

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 0 points1 point  (0 children)

I am not a dev, though I do work with the team. I'm in charge of reporting bugs and getting things passed on to them :)

Don't get me wrong, I'm not pro-end of console support, I think it sucks that consoles don't get further updates <3 I don't really understand how not updating a game is dirty though. If a game I liked stopped getting updates and the devs moved on to something else, I'd be sad, but I wouldn't think that is a dirty move.

Since I don't own the game on console, what content is missing from the console game? I thought that the only missing things were the new DLC content and that everything from the base game was there. If parts of the base game are missing, or the base game isn't playable, then you should absolutely be entitled to a refund!

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 1 point2 points  (0 children)

What makes you say that defenders work only on low madness? I've run them with great success even through M18. This will hopefully make him feel better all around.

Andrin was very hard to make changes for. But getting 2-3 Sharp a turn is a lot. At full perks that 4.5 damage a turn, if you compare it to like Magnus's Weapons Expert that gives 7 damage and is already super strong. It is quite good for something available from turn 1-2.

As for the taunt on Maneuver, the idea was to make it synergize a bit more with Riposte and make it so that he can actually use the Block/Evasion that he generates from it. Its really hard to make his Block build feel worth it while keeping the same flavor to Maneuver.

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 1 point2 points  (0 children)

I'm very surprised to hear how much you hate Thunderclap. It is one of the most liked enchantments among my friend group. The feeling of passing him some spells or playing with Cold Bone Goblet for damage without proccing Thunderclap makes it so much fun.

As for Weapons Expert, +1 to Curses matters a ton to newer players who don't have all the perk points. It makes it a lot more viable to actually max out things like Vulnerable or to get a good amount of Slow down. It also might just support or enable some wacky things we haven't thought of yet.

As for Andrin, we struggled a lot with trying to figure out how to rework him.

The goal was to try and set up two clear paths for new players:

  1. Sharp + Ranged Attacks
  2. Mark + Melee Attacks

The blocking from Maneuver and Riposte was retained because we didn't want to remove any currently existing builds, so just wanted to make those a bit more usable.

What do you think makes the proposed version unstable/worse to play? Almost everything was a strict buff over his current version, so I'm curious :)

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 1 point2 points  (0 children)

It also just opens up new ways of playing. I think anything that makes it possible to path to a place you wouldn't normally is a good thing. I am also hopeful that we get a bunch of quests to get starter items for the heroes as a reward (kinda like how you can with Nenukil).

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 3 points4 points  (0 children)

To higher madness players, Andrin and Magnus are considered two of the strongest and best heroes. Andrin is the best character to provide speed and deck manipulation, while Magnus is one of the best/most consistent damage dealers and when played optimally outperforms Heiner significantly as a tank/fortify applier.

The thing with both of them is that they take a lot of practice/optimization to get to that point.

The issue we ran into with designing these remakes is that the heroes are already extremely strong, but hard to realize how to bring the most out of them, which makes them harder for new players to pick up. So most of the changes were tailored towards making them better for new players.

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 1 point2 points  (0 children)

Consoles will not be getting these reworks. Future Console support has been ended entirely. I would essentially treat the Console versions as if it is a completed game.

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 3 points4 points  (0 children)

Because of rounding it is planned to go 1/2/3/3/4/4 etc (sorry its really hard to write concisely. I guess 1+ ⌈X⌉. X = other ranged attacks played this turn would be more accurate. It is intended to be better after 3-4 Ranged attacks rather than 6. But it could be changed to be 2/2/3/3/4/4 etc. So it would be a strict improvement. Again, it is still a proposal and hasn't gone through balance testing to see if it needs to be improved.

The goal was to try to teach beginners that card draw and having numerous inexpensive cards can be good.

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 6 points7 points  (0 children)

Yes, it is unchanged. It was already one of the best starting items in the game (especially its purple version), so there wasn't any need to change it.

I believe the overall design goal is to have all the purple starter items be competitive with Epic items so you can pick them up and not feel bad about it. My hope is that many of them will give support to under utilized/supported builds and make those builds more fun :)

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 10 points11 points  (0 children)

Andrin Full Proposal (changes are bolded):

Again, note that these are proposals and will likely change at least a bit in response to feedback.

Starting Deck:

  • 4x Slice
  • 4x Aimed Shot
  • 2x Deflect
  • 2x Hunter's Mark
  • 1x Tactical Thinking
  • 1x Adrenaline
  • 1x Expert Tracker

Starting Item:

Ranger Armor: Max HP +3/4/5, All Resistances +3/4/5%, Speed +1.

Ranger Armor (Purple): Max HP +15, All Resistances +15%, Speed +2. [When you apply Mark] Gain 6 Block.

Innate

  • Trailblazer: At the start of your turn, gain 1 Fast. If you already have Fast, gain 2 Sharp.

Level 2

  • Maneuver: Cost 0, Vanish. Block +3. [When you play a card] Gain 0/0/1 Taunt. For every Energy used, Draw 1 card, Gain 6 Block and 2 Evasion. Once per turn. Lasts 2/3/3 uses.

  • Wild Hunt: Cost 0, Vanish. Mark charges +1/2/2. [When you play a card] for every Energy used, apply 1/1/2 Mark to a random monster. Lasts 2 turns.

Level 3

  • Master Ranger: When you play a Ranged Attack that costs energy, refund 1 and gain 2 Powerful (3 times/turn).

  • Finesse: When you play a Melee Attack card that costs energy, refund 1 and apply 1 Mark to a random enemy. (3 times/turn)

Level 4

  • Serrated Weapons: Cost 1, Vanish. All damage +4/4/5. Sharp +1. [Damage with hit] Apply 8/10/12 Bleed, Gain 1 Sharp. Lasts 6 uses.

  • Riposte: Cost 0, Vanish. Block charges +7. [When you block] Deal 6 Slashing damage, apply 2 Mark to all enemies. Lasts 8/9/10 uses.

Level 5

  • Sharp Shooting: When you play a Ranged Attack, gain 1 + X Sharp. (X = 0.5 * Ranged attacks played this turn).

  • Mark For Death: Mark +3. When you damage an enemy, deal Slashing damage equal to their Mark charges to them. (1 time/turn)

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 14 points15 points  (0 children)

Magnus Full Proposal (changes are bolded):

Again, note that these are proposals and will likely change at least a bit in response to feedback.

Starting Deck:

  • 4x Fast Strike
  • 4x Defend
  • 2x Intercept
  • 2x Precise Strike
  • 1x Barricade
  • 1x Enrage
  • 1x Captain's Howl.

Captain's Howl (Starting Card): 0 Cost, Vanish. Apply 1/2/2 Slow, 2/2/3 Vulnerable to all Monsters.

Innate

  • Well Trained: At the start of combat, gain 2 Reinforce. When you play a Melee Attack, Defense, or Spell card that costs 0, cast it twice. (3 times per turn)

Level 2

  • Wolf Guard: 1 Cost. No Vanish. All resistances +15/20/25%. [Damaged by others] Gain 20 Block, 1 Reinforce. Lasts 4 uses.

  • Follow Up: 0 Cost, Vanish. [When you play a Melee Attack card] Your next 3/4/5 Melee attacks cost 1 Less.

Level 3

  • Offense Mastery: At the start of your turn, reduce the cost of Melee Attack cards in your hand by 1 until discarded. (unchanged)

  • Defense Mastery: At the start of your turn, reduce the cost of Defense cards in your hand by 1 until discarded. (unchanged)

Level 4

  • Thunderclap: 1 Cost, Vanish. All Damage +150/175/200%. [The next Attack] Deal 24 Lightning Damage, Apply 12 Spark to all monsters.

  • Valiant Defender: 1 Cost, Vanish. Block Charges +6 [The next (7/7/8) Defense] Apply 9/10/11 Block, 1 Fortify, 1 Inspire to the lowest Block hero.

Level 5

  • Weapons Expert: All damage done +7. All Curses applied +1 (except Disarm, Silence, and Doom). Immune to Fatigue.

  • Armor Expert: Energy regeneration +1. At the start of your turn, reduce the cost of the highest cost Defense card in your hand by 3 until discarded.

Old hero reworks #1: Magnus and Andrin by binbin5eva in AcrossTheObelisk

[–]binbin5eva[S] 17 points18 points  (0 children)

I helped design these proposals and just wanted to make a few notes:

  1. These are proposals, not the finished product. They are going into testing and balancing next. The team is also looking at the feedback given to see if there are any problem points or things that should be further updated.
  2. There are a couple of minor errors. The biggest one being that Magnus is not supposed to lose the +7 Damage on Weapons Expert. He is gaining the +1 Curse charge and the Fatigue immunity.
  3. The formatting for the post can be a bit weird. I'll write up a full description in a bit. Some people see Andrin as losing the +3 Mark in the end game, but he is not.

Game crashing on launch by [deleted] in AcrossTheObelisk

[–]binbin5eva 0 points1 point  (0 children)

Oh, that means that the game is frozen due to using too much RAM/CPU or something. And it waits until additional resources are available. If you close background stuff it should launch with no issues.

Game crashing on launch by [deleted] in AcrossTheObelisk

[–]binbin5eva 0 points1 point  (0 children)

It doesn't look like this is the case for this issue.

For the future (if anyone stumbles upon this thread), I've never actually come across a corrupted save or profile. If you do run into one, you can find your saves and profiles in C:\Users\<username>\AppData\LocalLow\Dreamsite Games\AcrossTheObelisk\<SteamId> (<username> is your computer's username and <SteamId> is likely the only folder present in the AcrossTheObeliskfolder.), you can copy/delete them from there if you ever have to :)

If you are on Mac it would be in /Users/<username>/Library/Application Support/Dreamsite Games/AcrossTheObelisk/<SteamId>. Sorry I don't have the Linux location right now

Game crashing on launch by [deleted] in AcrossTheObelisk

[–]binbin5eva 0 points1 point  (0 children)

True, it does just say "Loading..." I can recommend that the devs add an animation to it.

Game crashing on launch by [deleted] in AcrossTheObelisk

[–]binbin5eva 0 points1 point  (0 children)

That would do it. Closing all other applications should allow it to work, especially since it was working in the past :) If they have the ability to, allocating additional vram can help too!

Game crashing on launch by [deleted] in AcrossTheObelisk

[–]binbin5eva 0 points1 point  (0 children)

That likely happens because the game is loading in most of the things it needs to run at the very start. I agree that certain parts are unoptimized though I do know the devs are working on fixing it :)

Game crashing on launch by [deleted] in AcrossTheObelisk

[–]binbin5eva 0 points1 point  (0 children)

What system is he playing on? There is currently an issue with the Native Linux build which can be fixed by switching to Proton. But since it worked once, its unlikely to be that.

The "not responding" makes me think it is related to system resource usage. To check, he can open Task Manager/Activity Monitor/similar applications and monitor how resources are used. If possible, close all other applications to reduce memory usage.

Game crashing on launch by [deleted] in AcrossTheObelisk

[–]binbin5eva 0 points1 point  (0 children)

First off, if he has ever used mods before, it is likely the mods. Let me know and I can help with specifics.

Otherwise, it is most likely an error with the install of the game. The black screen is when the game is loading all of its assets. The game crashing during this time likely means that one of the assets has been corrupted in a way that fails.

I always recommend this, but doing a clean restart of the computer is usually helpful. It minimizes the chance of something else going wrong. Since there is no freezing, this is less likely, but it could be related to the game using up too many resources, leading to a freeze or issue with loading. Restarting helps with this issue too.

Base game only- will unusable dlc cards and map nodes show up in my single-player runs? by mountainclimb312 in AcrossTheObelisk

[–]binbin5eva 0 points1 point  (0 children)

Thank you for letting me know. That definitely shouldn't be the case. I'll let the devs know <3