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I won in my 2nd try. Here are the strategies:
- Tyrant only attack 1st & 2nd ranks, while the Scavenger attack 3rd & 4th ranks (except while airborne).
- Stealth your party. The monsters will pass their turns, except for Scavenger who can attack them during airborne.
- Inflict massive Bleed
- Prevent Tyrant to heal itself with certain skill or Trinket
- If one hero remain (or going solo), let the Scavenger inflict Stealth to them.
Fight is "Safe" so you shouldn't be losing heroes. Despite what others are saying.
Even with some poor planning on my part, and misplays - two teams of mine were able to get through with no losses now.
One a damage reflect team; the other a bleeding team.
Neither of which had the greatest of trinkets; just what I was able to throw on them. If you have "OP" trinkets. You probably will will have a great time fighting these things.
- HP adjustments for bloodmoon folk
Also where did I ever say it was balanced?
Please find where I said that. I never said it was a balanced fight. That was never the goal. I said the fight was do-able with multiple vanilla teams while being one of the hardest fights you can download as mod. And it totally falls in-line with that goal.
The fight is completely stacked against the player, but the player can do still complete it. Along with rewards that are totally worth it.
You can't leave from this fight, bruh.
Nah, okay, I'm kidding. Nonetheless, my point still stands. And I have the right to express it without having to leave, whether you like it or not.
You can throw in even more stats, buffs and debuffs, go through it with a lot of luck and call it the hardest balanced fight in the universe, harder than the hardest last boss. My opinion - not fun. I'm not going to argue with you.
If you're not up for the challenge, then leave. Especially since the fight is a SAFE FIGHT! you don't have any heroes die permanently from the fight. you can keep trying as much as you want unlike other fights.
The fight was tested with multiple different Vanilla teams and had success while still being challenging against them. With the tanky team in the picture, with the dodge team, or with your "Nuke the backline meta" team. There are multiple avenues to success without needing any other mods, which is why the mod is fine in it's current state.
Reason for the stun removal change? miscommunication between the art FX and I. usually yellow FX indicates stun but the artist just used the motion lines from hellion. So it was removed.
Shrieker has 3 actions, 154 hp and 63 dodge. The quetz had 108 hp, 3 actions, and 63 dodge. Also as mentioned earlier, he doesn't buff himself every action. He'll only gain the buff when he misses an attack.
Also he only has a 50% chance to mark two heroes. Meaning he will often mark a single hero. On top of that, he also STEALTHS your heroes, giving your heroes protection from the T-rex till the act.
"Ok, we have Tyrant, 271 HP, some defense, some dodge, good speed for its size, 3 actions. That's all ok. Anything beyond that is just kind of bullshit. 5 attacks with 3 effects on each, with a BUFF ON EACH ONE. "
They actually only buff themself if they miss an attack on you. The buff is also +15 acc. It's to counter double anti dodge cheese. On a normal fight with them, the buff won't actually take place that often.
Evaluative judgment.
Ok, we have Tyrant, 271 HP, some defense, some dodge, good speed for its size, 3 actions. That's all ok. Anything beyond that is just kind of bullshit. 5 attacks with 3 effects on each, with a BUFF ON EACH ONE. Self-healing with damage, bleed and buff (okay?), stun on two targets with knockback and(!) buff (what's the stun chance there, by the way, around 160%, amrite?). Blight + buff + debuff, okay, that's Color of Madness style, Roar is also understandable.
Then we have fucking pterodactyl. 63 dodge... Okay? The strongest vanilla enemy has about 50 if memory serves. 2 actions per turn when there's a boss with 3... okay. Of course he'll buff himself every action too. Oh, and he will also put a mark every first turn and attack every second turn on that mark (thus having 3 actions every second turn) on TWO heroes. He also has a stun too. And he has blight ofc.
I did it with arbalest, vestal, leper, man at arms. I used arb for her stun clear and not marks.
- Stun removed from quetz
- Darkest Quetz's HP changed from 108 to 151 (40% increase)
- Darkest Quetz's dodge change from 62 to 32 (30 decrease)
- Champion Quetz's HP changed from 86 to 120 (40% increase)
- Champion Quetz's dodge change from 52 to 22 (30 decrease)
- Darkest Quetz is the quest with the C-rex. Champion shows up solo in endless and farmstead plus
Arb / Vestal / Leper / MaA is the team I used to clear this with no deaths using only vanilla trinkets. I found Arb's -crit, backup healing, stun clear very valuable.
Shallow Iris used PD / Vestal / Leper / MaA and is in one of the screen shots on this page.
They party wiped me without trying.
They've got five turns between them, the big one can self heal while doing damage AND applying a DoT as one move, then it can stun, then apply stress over time and debuff. Before his friend even attacks.
This is a cool fight, but damn that's unbalanced as hell.