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But right now, I don't play the game - the game plays me. It tells me whether I win or lose based on map layouts, and that's just not fun.
Nevermind the fact that if you DO lose, you've wasted a lot of time on a dungeon - and got no purple gems (to unlock more stuff) out of it. Additionally, you've also lost the starting jewelry rewards from having cleared the previous dungeon/boss - so you're double screwed.
are you aware that you can get mana pots at the alchemist??
this game feels like it allows way more control to me than the average autobattler tbh
Agree, the only time i have mana problem is when i get too greedy with reserved units.
I like how it forces you to move about each floor carefully instead of just exploring every room freely; it adds an element of difficulty that isn't particularly hard to overcome.
...if your layout has the Alchemist on your way.
...if your layout has you killing an enemy and getting a key; otherwise you need to hunt all the groups - which can be on the furthest side of the map - as well as out of the way of Gem Room/Alchemist Room/Jeweler.
...if you get lucky enough to get +3 mana upgrades; there's 78 [and shrinking] upgrades you can random in the game.
...if you don't get destroyed by a boss/enemies on the floor prior, and need to rush the healing room/alchemist - which are usually far away, or guarded by enemies.
...if you don't get randomly sniped by a -mana trap, when you're low enough on mana as it is.
I'm about 9 hours into the game; clearly I'm doing something wrong. It took me about 2-3 clears to get through Ancient Lab, which wasn't too bad - but it was the beginning of the game becoming un-fun.
I'm at about 4-6 attempts at Witch's Maze, and I'm able to get to around the third boss (B9) before things go sideways.
I'm not getting enough gems from attempts to unlock more things at the White Manor; I'm getting maybe 3 a run, at best? Apparently I'm supposed to grind the low level dungeons a bunch, then hope I randomly unlock +mana max increases.
...and if mana isn't a problem for people to manage, especially endgame - why even have it in the game at all? It's either a problem, or it's not.
Let alone the GolemMech boss, with the aoe laser (used twice in a row) - I tried to shield two turns in a row through all that, but it didn't matter. He just two-shot my group, and there was nothing I could do about it.
What I keep seeing over and over is, "get lucky" - which sounds fun, and gacha - but it's not. Well it's that, and also pure-hardcounters from the enemy side - you either have the right specific teamcomp to defeat a boss, or you don't, and gg.
Uh, the mana thing pops as a stage reward often. You also DON'T need the mana thing to begin with. At all. I've gone through runs without needing it.
Also, every stage has the alchemist. I don't think I've ever seen a stage NOT have the alchemist.
You should be killing all the groups; you get gold. You need gold. Why are you avoiding groups??? I've never had an issue exploring the entire stage of every stage WITHOUT running out.
Git gud. Part of risk management games is choosing how much risk you're willing to invest per reward. You should not have your hand held. Stop ruining games by demanding games to hold your hand and give you everything.
Gee, it's almost like rogue-lites have a long-term upgrade system. Nor is the +3 is even needed. I beat the whole game with just 2 of the upgrades, having gone through 1/3 of the book. Git gud.
The Witch's Maze is hard. It's not cause of mana. If mana is causing you to lose (I doubt it), you're playing it wrong.
Why are you not running shields and heals?
I've never lost to the golemmech boss. Not once. He's the easiest of the late-game bosses. You're playing the game wrong.
You can see every boss you have to face... from the first tile. Are there difficulty problems? Sure. Some bosses hit way too hard. The reaper's resurrect mechanic is brutal. But the problem isn't mana. Nor is it ''get lucky".
top right, click the mini cirlce and the map expands. you won't waste mana after you see the map./
but I don't like mana trap it is purely random and I have no option to prevent , handle , expect that.
It is a problem. Just not a problem that is impossible to deal with. You can have stuff that stresses your resources without them being overwhelming and have it be fine.
If you're running out of mana, it's one of three issues.
1) You aren't scaling fast enough, so you have to rest too often. You shouldn't be resting that often at all; if you are, then something's wrong.
2) Your pathing is too bad. This is something I'm guilty of, but generally, you should be able to grab every enemy and visit every alchemist/jeweler once per floor. Anymore than that (such as being forced to loop back for whatever reason) and you did something wrong with your pathing.
3) You are rolling alchemists incorrectly. Generally, you should be able to get away with 1-2 mana fonts per run, so you shouldn't have to roll for mana fonts except for specific times.
You should be avoiding rolling alchemists too hard until at least Silver level gems. Generally then, at that point, the best thing to do is to hoard a lot of gems, then use the Reroll to be relatively greedy for a decent pool before pulling the trigger. Usually the first alchemist I'm rolling on, I try to go after something like 2-3 shields/heals in the pool. By doing this, you have a lot more leeway to *later* greed for Mana Fonts when you might need them.
4) You're carrying too many units. You should be willing to cycle level 2 units brown rarity units extremely quickly, and only go for 1 level 3 unit *at most* for the entire game (and only if you have a Traveling Jeweler of the correct symbols coming relatively early in the game).
You have a fair bit of leeway to build a number of level 2 brown units before the game starts punishing you too heavily, so you should be grabbing your core symbols early through that, then booting those units relatively quickly. Keep your bench and team relatively clean.
To be honest, as much flak as I've given the game - I keep grinding it. . . up to about 18.5h now >.>. Though, it does feel like almost nothing's working; I'll have to reevaluate what I've been doing, and try other things. :shrug:
Think about the most efficient way to explore the rooms is. Look at where the exit symbol is, you want to get there last, so explore away from it to start. Look at where the jeweler is, try to hit it right before you're about to get overburdened with reserve units. Sometimes the path surprises you and you have to adjust on the fly, but usually if the jeweler on the right and there's a path leading right it will take you to the jeweler.
I like to start with the edges of the floor first, because that's the place where the most layout surprises are going to occur (random dead end outcroppings basically). Getting surprised by the layout is better when you still have most of your mana.
Sometimes you realize you missed a dead end room, and it will cost too much mana to go back. That's fine, you won't explore every room of every floor. You do need to make sure to hit all the room battles, but they're pre-marked on your map so it's usually your fault if you missed it.
Finally, it's not the end of the world if you have to move with no mana. The damage isn't that high and there are many ways to heal. I've won a run where I had to move 7 times in a row with no mana thanks to having good defensive symbols.
If you're struggling with late game Witch's Maze/Lone Hunter, try playing the second character - their maps are separate, so you can quickly build up additional unlock currency on easier maps.