Swordigo final boss strategy3/28/2023 ![]() ![]() Most players I have seen play solo can't reach that. You just keep grinding him down.Īnd that's with a MEDIOCRE deck ONLY doing 300 damage per turn per 3 dps characters. Within that amount of time you don't often feel ANY challenge or concern of death. Even when doing a mediocre deck that only does like 300 damage per turn per character(3) it will take 10-15 rounds to kill him "Casual" players are scared off by the grindfest 10k HPīecause that is what he is. When you're in ANY level of Chaos, the 2nd boss exist to fight, the animation plays in full. then he disappears and the game says UNLOCKED CHAOS MODE, PLAY CHAOS MODE TO FACE NEW CHALLENGES AND DISCOVER THE TRUE EVIL BEHIND THIS MADNESS. in 0 Chaos completely remove the 2nd bossĬontinue with the awesome animation of him removing the necklace. the first boss is reduced to 3k and the 2nd boss is reduced to 5k and now they needed to square up against 10k? They didn't even WANT to try it, they closed the game and said they would do it another day. The 4k HP boss already took them nearly an hour to grind down 4k damage. The first few times they lost against the first 4000 HP, then they barely managed to beat it only to ram face first into Mr 10k. I have since introduced my 5 new people to this game, their decks are honestly garbage but they can just barely reach the final bosses. ![]() I feel like this boss needs to have its health reduced in half (or even less) in the non Chaos runs This boss feels cheap and forcing people to pick certain cards in order to win a run is not a good thing if it becomes excessive. ![]() If you end up with an absurdly strong deck, you should win. it should be the other way around? punish weaker builds, not stronger ones) but even in StS, you can still win with the boss's countered playstyle if the deck is busted enough. or the game needs to have different final bosses for different playstyles.īoss that counter some mechanics are fine, healthy for balance even, but not completely shut down (especially the stronger the build is. Bringing in Dispels feels almost mandatory.Įither the boss should have a more balanced set of attacks so that it doesn't arbitrarily shut down a couple of specific builds, and is a relatively strong threat against every deck. It's either piss easy or impossible, and overly long for most builds.īasically you either cheese it with dot stacking and end the fight within the first 3 turns, or just painstakingly chip off his health over 10~20 long turns.Īnd if you rely on stacking block/shield/regen too much, the boss just straight up deletes you just cause. Very little strategy, it's just a stop sign for some playstyles and a welcome sign for the rest. It just checks "hey, do you have too much of that on you? okay die, otherwise take 2 damage or so". ![]() The boss just throws a bunch of spells that are checks for specialized builds, and is completely harmless otherwise. Honestly the other phase of the last fight (well, i'm not convinced the first part makes for a good, fun fight either) feels a bit poorly designed to me aside from the doom mechanic. After beating him i think i get what the issue with the boss is. ![]()
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