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The allies are pretty useless, too. One of them is supposed to do triple damage as long as you can deal with the enemy's block, but it spends multiple turns wasting turns not attacking or blocking and scales very slowly. I'm not even sure what the other ally even does. Just soak up damage? Pretty useless.
Jester of Nihil should be a fairly winnable fight, although a Frost Orb Defect would have a tough matchup against him. A faster deck that scaled damage instead of defense would be much better here, since the fight becomes much harder after the allies die, so the priority should be winning before then.
It is intentional that the boss's total damage output against you and your allies is high enough that the player cannot reasonably stall and just blockshare for the allies. The blockshare in this fight is mainly so it doesn't feel as bad to draw a hand full of block cards - offense should be the priority for this fight, especially since it doesn't matter how much health the allies have left at the end as long as you win.
The boss is tanky to counterbalance the fact that the allies do deal a significant amount of damage if you respect their mechanics. The green haired ally applies a debuff to the boss that causes the boss to take more damage from attacks. The ally who deals triple damage to enemies without block can often deal 50-100 damage when she attacks if you break the block for her.
Edit: Ok, I've tried it a couple times. The Silent also struggles a lot if you're using poison, since the Jester gets a new charge of artifact every other time he's hit with a status effect. Good luck timing Catalyst, lol! I went back to the Defect and it looks like you need to save the girl who does triple damage. I went in with a Stack, a Glacier, Reinforced Body, and Echo Form. Turned down the difficulty to Ascension 10. I won by the skin of my teeth.
I see the status that the green girl inflicts. That's not nearly good enough to try to keep her alive. Especially with that prevent status effects ability, but probably not worth it even if that didn't exist. I can't see the Watcher using Wrath in that battle unless she was very sure she could leave it. So the Ironclad might be the only character that can dish out enough damage and still block outside of extreme examples.
@C-Vale That's the intentional behavior to help make up for the fact that your ally hits you in that fight.
On a completely different note, holy cow! I didn't realize there was another Act IV! I'm guessing that you lose the chance to go there if you sign the contract? That place was so epic!
By "contract", do you mean that event you sometimes see in Act 3? That has no bearing on whether or not you can go to Act 4. You don't even need the 3 base game keys either.
My one question (Spoilers for anyone who hasn't played this mod's Act 5, seriously if you haven't reached it yet please go play it) Is act 5 meant to be nailbitingly difficult to practically impossible to beat unless you have some INSANE gimmick up your sleeve like permanent intangibility or something? Serum W being able to target the player seems a bit weird since i initially thought you need an immense amount of scaling to beat it but then it would just instakill you, perhaps it should just remove all your strength? And seeing Zena slapping me upside the head with heart damage swing with no way to stop it is a bit concerning. I apologize if i've misunderstood some mechanics, but this seems way more brutal than it should.
Thanks for the feedback, though I'd like to ask, what ascension were you playing on? It helps a lot with balancing concerns.
As for the fight mechanics, it is intended for the player to try to lower baral's strength with binah passive and wheels industry before he gets his claw power which nullifies strength down effects, and then use binah to destroy his strength up move when he tries to use it on his 2nd intent (he will not use the strength up move on his first intent, so you can hamper his ability to get strength for the rest of the fight). If you can do this, it makes his triple hit a lot less threatening and opens up more breathing room.