None Of That Went Well At Allllllll

Поделиться
HTML-код
  • Опубликовано: 18 окт 2024

Комментарии • 1

  • @martenkahr3365
    @martenkahr3365 15 дней назад

    11:43 You picked that up from finishing a village quest.
    13:05 The indicator for upgrading is the icon next to a building's number: it's an up-arrow. All of yours are red and with a small strike-through, so no upgrades. Buildings with no icon cannot be upgraded further.
    But yeah, kinda was your fault, and it's good you're realising that. That said, your actual equipment build for both runs was actually shaping up to be pretty good. The big mistake was that you kept putting down more spawners while you were already being overwhelmed by the number of enemies on the Loop. You always get monster spawner cards much faster than your ability to deal with them (or to heal out of the hole) grows, so if you place them all down as soon as you get them, you just get wrecked pretty quickly. The balance of card draw will always be weighted toward more nasty stuff, and the only solution is to not play them and hold out for more villages/meadows. Pay attention to when you use your first potion: if you need more than one potion to finish a loop, you really do need to immediately stop with putting additional spawners on the loop. Just let them chill in your hand and focus on putting down villages, rocks and meadows to pump up your HP and healing. Nothing bad happens if they stay in your hand: even having them discarded (it discards old cards first) because your hand is full generates a resource fragment. If your gear isn't good enough to manage the Loop, then you probably shouldn't be in a hurry to challenge the Boss yet anyway. A soft guideline I tend to follow as Rogue is that I don't want to face the Boss until I have Yellow or Orange items in every open slot, and no items more than two levels below my current Loop number.
    And yes, there is a special thing that happens if you place down enough Swamp cards. Unfortunately, it needs the Herbalist Hut in your camp to be Level 3 or higher to happen. I had completely forgotten about this requirement until I noticed it didn't happen in your run and looked it up. It's also interesting to see that you made the same mistake I did when I first looked at the Swamp: I also thought the healing thing is the big downside... but in Chapter 3 and 4, life-steal and healing abilities start showing up among enemies, and having enemies that survive on a few HP finish themselves off with their own healing is great. And you as the player don't really heal much at all outside of using Potions, passing through Villages (which aren't Swamps), and passing through the Camp (which also isn't a Swamp). In fact, even the way Swamps slow you down can be a good thing if you're kitted out to handle your Loop comfortably, especially with Rogue: enemies only "level up" by the count of Loops finished. Spending more time on a single Loop means more spawns (and more trophies) per loop, which is great as long as you're still crushing through the enemies without taking much damage.
    Also, I can't recommend giving this deck build a shot with the Necromancer. This was pretty close to the deck I have for pure Rogue Trophy Hunting (and notice how you did manage to get a whole bunch of cool stuff to pick from a couple times), though you're missing the most amazing Landscape card: the Forest. It's pretty bad for both the Warrior and the Necromancer, because the only enemies it can spawn that drop decent regular loot are the Vampires and the scary thing that comes out when a Blood Grove is fed enough to rustle.