Posted June 20, 2018
Linko90
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Registered: Jun 2018
From Poland
Linko90
New User
Linko90 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat GOG.com Team
Registered: Jun 2018
From Poland
Posted June 20, 2018
lolplatypus
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lolplatypus Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2008
From Germany
muntdefems
How appropriate. You fight like a cow.
muntdefems Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2014
From Poland
MadalinStroe
Veni, vidi, vici
MadalinStroe Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2012
From Romania
Posted June 21, 2018
lolplatypus: I don't really get that tbh. The game isn't really difficult, it's fine if 3&4 survive the first round...
I think this should explain everything, the game difficulty depends on how you play. When you play torchless runs, with moon rings, you can't afford to leave the back positions to trigger their damage/stress for more than one/two turns. Also in torchless runs you are more likely to get surprised than you are to surprise the enemy. In this case you want to deal with the back row as fast as possible. Always! So in torchless runs you don't have time to wait for dots to tick over. And you can't risk missing a stun on the back row. It's a race to kill the back rows as fast as possible.
lolplatypus: ...bringing a Leper for Intimidate ... if there's a straggler with a few leftover HP that you really need to get rid of right now, I guess it's an option....
To be fair, I only ever use a Leper sparingly, because I need to level up one, for the Crusader+Leper combo that can kill the final boss alone(I'm avoiding saying more due to spoilers). However when I use him I give him moon ring+brawler's gloves to offset the low damage of intimidate. His already huge base damage, brings him close enough to the damage the hellion does. Also the hellion and leper get the same bonus from the Crimson Court district. EDIT: I just checked and yes they nerfed the Highwayman to be unable to melee position 4, and they buffed the Shieldbreaker to now be able to melee positions 3&4. SO they made the Shieldbreaker a viable dancing character, by nerfing the Highwayman. Again they nerf the main game in order to accommodate DLC. Not a fan of this, Redhook.
Post edited June 21, 2018 by MadalinStroe
lolplatypus
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lolplatypus Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2008
From Germany
Posted June 21, 2018
MadalinStroe: I think this should explain everything, the game difficulty depends on how you play. When you play torchless runs, with moon rings, you can't afford to leave the back positions to trigger their damage/stress for more than one/two turns.
That could be it, yeah. I'm on full light all the time, haven't seen a point to torchless so far. I should probably give that a go in the near future. I don't think that's fair, Shieldbreaker always was a viable dancing character. Range on Pierce helps, certainly, but she always had ways to deal with any rank.
Also the more I think about it, the more this fascinates me, because, to be blunt (and don't take this as an attack or anything, I like Highwayman, too), I can't see how Highwayman wouldn't be a tad bit shit in that setup. You always have a damage penalty to the backrow and, at least on paper, something like GraveRobber-Vestal-Crusader-Hellion, where you'd open with Lunge -> Iron Swan -> Holy Lance -> Judgement, seems like it should be a more potent solution. I'm curious, how does Highwayman work in your formation? Duelist's Advance every round or do you alternate with Pistol Shot / Grapeshot Blast?
greeklover
Adventurer
greeklover Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2017
From Greece
Posted June 21, 2018
Since you are all experts here and we are talking about the shieldbreaker, is it a good idea to install and use shieldbreaker for the first playthrough or not? Does it change other stuff in the game?
EDIT : And the musketeer?
EDIT : And the musketeer?
Post edited June 21, 2018 by greeklover
Buttspikes
" Resilient souls, I salute you! "
Buttspikes Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jun 2015
From Spain
Posted June 21, 2018
greeklover: Since you are all experts here and we are talking about the shieldbreaker, is it a good idea to install and use shieldbreaker for the first playthrough or not? Does it change other stuff in the game?
EDIT : And the musketeer?
Musketeer is just a re-skin of Arbalester, doesn't seem to change anything besides skill icons and looks. EDIT : And the musketeer?
As for shieldbreaker, I'd say go ahead: I'd basicaly describe her as a dancing character with lots of moves that move her back and forth, blight, defense ignore and guard/stealth(?) breakers. If you're unsure about her you can just ignore her and not add to the roster, but she adds a new event, some new items, trinkets, and some enemies. You can just check the DLC info to know more, I'd rather keep it as spoiler-free as possible.
MadalinStroe
Veni, vidi, vici
MadalinStroe Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2012
From Romania
Posted June 21, 2018
lolplatypus: ,... something like GraveRobber-Vestal-Crusader-Hellion, where you'd open with Lunge -> Iron Swan -> Holy Lance -> Judgement, seems like it should be a more potent solution. I'm curious, how does Highwayman work in your formation? Duelist's Advance every round or do you alternate with Pistol Shot / Grapeshot Blast?
As I said you usually need 1/2 turns to deal with positions 3&4. Party 1: Vestal + Highwayman + Crusader + Hellion
turn 1: Duelist Advance -> Iron Swan -> Holy Lance -> Judgement
turn 2: Duelist Advance -> Iron Swan/If it Bleeds -> Holy Lance -> Judgement
turn 3: Duelist Advance -> Iron Swan/If it Bleeds -> Holy Lance -> Judgement
Party 2: GraveRobber-Vestal-Crusader-Hellion
turn 1: Lunge -> Iron Swan -> Holy Lance -> Judgement
turn 2: Lunge -> Breakthrough -> Holy Lance -> Judgement
turn 3: Lunge -> Breakthrough -> Holy Lance -> Judgement
Anything else leaves the Graverobber in position 1. The GR's problem is that it has very low HP and high dodge. Dodge is good when it works, but when it doesn't work, is usually enough to get the GR at death's door in 2-3 hits. Even with constant dancing, the GR still spends dangerous amounts of time in positions 1 and 2 which are the positions most likely to be hit by the enemy,
You can watch this on youtube, from filtyrobot, about the
Graverobber,
and this on the
Highwayman.
Post edited June 21, 2018 by MadalinStroe
ZFR
I love gold!
ZFR Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2010
From Ireland
lolplatypus
New User
lolplatypus Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2008
From Germany
Posted June 21, 2018
MadalinStroe: As I said you usually need 1/2 turns to deal with positions 3&4.
Party 1: Vestal + Highwayman + Crusader + Hellion
turn 1: Duelist Advance -> Iron Swan -> Holy Lance -> Judgement
turn 2: Duelist Advance -> Iron Swan/If it Bleeds -> Holy Lance -> Judgement
turn 3: Duelist Advance -> Iron Swan/If it Bleeds -> Holy Lance -> Judgement
Party 2: GraveRobber-Vestal-Crusader-Hellion
turn 1: Lunge -> Iron Swan -> Holy Lance -> Judgement
turn 2: Lunge -> Breakthrough -> Holy Lance -> Judgement
turn 3: Lunge -> Breakthrough -> Holy Lance -> Judgement
Anything else leaves the Graverobber in position 1. The GR's problem is that it has very low HP and high dodge. Dodge is good when it works, but when it doesn't work, is usually enough to get the GR at death's door in 2-3 hits. Even with constant dancing, the GR still spends dangerous amounts of time in positions 1 and 2 which are the positions most likely to be hit by the enemy,
You can watch this on youtube, from filtyrobot, about the
Graverobber,
and this on the
Highwayman.
Thanks for the clarification. Party 1: Vestal + Highwayman + Crusader + Hellion
turn 1: Duelist Advance -> Iron Swan -> Holy Lance -> Judgement
turn 2: Duelist Advance -> Iron Swan/If it Bleeds -> Holy Lance -> Judgement
turn 3: Duelist Advance -> Iron Swan/If it Bleeds -> Holy Lance -> Judgement
Party 2: GraveRobber-Vestal-Crusader-Hellion
turn 1: Lunge -> Iron Swan -> Holy Lance -> Judgement
turn 2: Lunge -> Breakthrough -> Holy Lance -> Judgement
turn 3: Lunge -> Breakthrough -> Holy Lance -> Judgement
Anything else leaves the Graverobber in position 1. The GR's problem is that it has very low HP and high dodge. Dodge is good when it works, but when it doesn't work, is usually enough to get the GR at death's door in 2-3 hits. Even with constant dancing, the GR still spends dangerous amounts of time in positions 1 and 2 which are the positions most likely to be hit by the enemy,
You can watch this on youtube, from filtyrobot, about the
Graverobber,
and this on the
Highwayman.
Yeah, I know the videos, and I think that explains why you're not too keen on the Grave Robber. She's tons of fun and if I were to make a party out of personal favourites, she's in there all day - at full light. But from what he says monsters get an accuracy boost at low light and that might be a dealbreaker with her. To a lesser degree with the Shieldbreaker, too, iirc she was comparatively squishy for a frontliner outside of Serpent Sway. If you're on Stygian, as well, you can probably disregard everything I say, anyway.
I'm still surprised by the Highwayman, especially with Duellist's Advance each turn, but if it works, awesome. I'm going to have to experiment a bit more with him, looks like I've been selling him short for a while.
MadalinStroe
Veni, vidi, vici
MadalinStroe Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2012
From Romania
Posted June 21, 2018
I absolutely understand having a favorite. I love the Crusader and Arbalest.