Basically.
Basically.
But with a sapper also appearing every stage, that frequency doubles and that can be a real problem.
I mean, I know they are choreographed; that’s not the issue. The question here is specifically about not killing the Sappers ahead of time so you can get the ‘complete’ fight, so to speak. When you have rockslides on consecutive turns or even two on the same turn, it’s nigh impossible to avoid getting hit (sometimes literally).
I feel the obvious strategy is to try and find a ring of elements and get it pretty high leveled.
A few notes. First, a shuriken is a thrown weapon (sometimes called missile weapons), not a melee weapon.
Secondly, I have two runs on record where I used only only tier 1 gear, with additional stipulations. The first was a warden run where I finished with strength 6, having used no strength potions and equipped two cursed might rings, on in the caves and one in the halls. For that run, I ended with +10 armor to avoid encumbrance, but both my +3 gloves and my +5 bow were too heavy, though I used then anyways.
The second run was a completely potionless/scrolless rogue run. I ended with the same gear I started with, and didn’t end up with any additional rings or artifacts either because I couldn’t confirm any were uncursed. Now, I have done potionless/scrolless with three classes total, but in the other cases I either had a lucky armor drop (leather +3 for Warden), or I found a great shield (for mage; I couldn’t attack with it, but melee combat wasn’t a good idea anyways so that wasn’t really an issue), so that rogue run was the only one of those that was all T1.
I do think that highlighting the current floor would be a nice UI tweak though.
Just wondering, are there a few variations for each region? Randomly picking from say, 3 or so different loading screens seems like it would be in line with some of the other variety features, such as the three-part music tracks or the three sad ghost dialogue lines per region.
The most important talent on sniper is shared upgrades. You don’t need a great variety of thrown weapons to kill just a few enemies, and each thrown weapon upgrade increases the bow’s special attack by 30%. The tomahawk + followup strike can kill basically anything just fine, if you upgrade the tomahawk.
Just wondering when you plan on releasing this update in alpha? Its close to the date you had anticipated after the last update.
Just curious if you’re willing to share any info on those 9 badges. Any chance they’re related to the subclasses? It’s sort of weird that Gladiator players get one more badge than anyone else.
One of them is lore entries, because that tab had been removed from the bottom? A bestiary would wish be nice.
Currently the tiers have 5/7/6/7/7 weapons, although the 7th tier 2 weapon is the pickaxe which isn’t pictured here.
My main mistake here was during a blast wave wand when I shouldn’t have, because I forgot about knockback paralysis (usually it’s not a big deal, but here it ran me into 3-4 other paralyzing attacks).
That being said, the Rock density is a pretty frequent issue because there are twice as many attacks as normal. There have been times when the Sappers and Geomancer have attacked at the same time, so there literally is no safe square to move to even in completely open space. More commonly, they will attack within a turn or two of each other, before you get to clear your surroundings. This is the fundamental challenge with this fight.