Lampros
Literate
- Joined
- Jul 7, 2017
- Messages
- 14
Okay, I got back to the game for the first time in 3 weeks or so, and I immediately got stuck in the first mission I tried: "The Search for Eternity." I am not sure if this is supposed to be a hard mission or whether my composition or play-style is not fit for this mission, but I need help. I re-played this mission 3-4 times and tried to resolve it on my own, but each time I incurred unacceptable losses - 3-4 guys - before I was even finished with the mission. So what's the secret for beating this mission?
Composition-wise, I had Roderick, Delia, 1 Swordsman, 1 Dancer, 1 Clan Warrior, 2 Priestesses, 1 Axe Thrower, 1 Archer, 1 Blacksmith, 1 Singing Sword, and 1 Mage. As you can see, I have tried to run one of every character to experiment - except the Priestesses, because I am so conservative and safety-conscious. Every character is between levels 5-7, except the newb mage - who is level 2. So is it the composition? I suspect I may have too many Priestesses? So far I used the tactic where I over-heal and thereby out-last the enemy, and it has worked marvelously. But it seems like the in-coming damage and debuffs are too much for me to continue to pursue this tactic. So I need a lot more DPS for this mission - especially ranged DPS? But I hate getting rid of mature characters for newbs, because that is all the time and effort wasted. (Now, if there is a reserve system like in Battle Brothers, then that would be a different story - and more on this below.) Or is my composition fine, and I should rather explore different tactics - such as consumable bombing on the first turn, so I debuff the enemies before they debuff me? Please suggestions!
Since I did not recruit any new units after the recent spate of changes, I cannot really make balance comments on the unit changes. And frankly, since I got stuck in this one mission, there is not much further balance comments either. So until I can get beyond this mission, my comments will be very limited. Be that as it may, here they are:
1. The unit clarity issue is a bit better now that you've instituted several changes.
There is, however, one outstanding, related issue that I may have forgotten to mention earlier: Some maps are too "dark." I am an older guy, and it seems like I run into this problem with every other game I play these days. Two really bad examples are night combat in Battle Brothers and the whole of Darkest Dungeon. But like Wilsama's colorblind issue, this may affect too few of your potential customer base for you to devote time to address it.
2. Several folks have wanted a kill counter of sorts implemented, and I see now that it shows up at the end of battles. But I think we wanted it accessible at all times - or at least at the army camp screen. I understand if it is too work-intensive to implement at this stage, but it would be nice to assess unit performance - as well as a sort of RP "competition" among characters.
3. As I mentioned in the discussion about the Search for Eternity mission, it would be extremely helpful if there is a "reserve" system of sorts where we can try different characters or compositions. Currently, we have an incentive not to do so until/unless extra roster slots open up. But again, I understand this may be too work-intensive at this stage.
Composition-wise, I had Roderick, Delia, 1 Swordsman, 1 Dancer, 1 Clan Warrior, 2 Priestesses, 1 Axe Thrower, 1 Archer, 1 Blacksmith, 1 Singing Sword, and 1 Mage. As you can see, I have tried to run one of every character to experiment - except the Priestesses, because I am so conservative and safety-conscious. Every character is between levels 5-7, except the newb mage - who is level 2. So is it the composition? I suspect I may have too many Priestesses? So far I used the tactic where I over-heal and thereby out-last the enemy, and it has worked marvelously. But it seems like the in-coming damage and debuffs are too much for me to continue to pursue this tactic. So I need a lot more DPS for this mission - especially ranged DPS? But I hate getting rid of mature characters for newbs, because that is all the time and effort wasted. (Now, if there is a reserve system like in Battle Brothers, then that would be a different story - and more on this below.) Or is my composition fine, and I should rather explore different tactics - such as consumable bombing on the first turn, so I debuff the enemies before they debuff me? Please suggestions!
Since I did not recruit any new units after the recent spate of changes, I cannot really make balance comments on the unit changes. And frankly, since I got stuck in this one mission, there is not much further balance comments either. So until I can get beyond this mission, my comments will be very limited. Be that as it may, here they are:
1. The unit clarity issue is a bit better now that you've instituted several changes.
There is, however, one outstanding, related issue that I may have forgotten to mention earlier: Some maps are too "dark." I am an older guy, and it seems like I run into this problem with every other game I play these days. Two really bad examples are night combat in Battle Brothers and the whole of Darkest Dungeon. But like Wilsama's colorblind issue, this may affect too few of your potential customer base for you to devote time to address it.
2. Several folks have wanted a kill counter of sorts implemented, and I see now that it shows up at the end of battles. But I think we wanted it accessible at all times - or at least at the army camp screen. I understand if it is too work-intensive to implement at this stage, but it would be nice to assess unit performance - as well as a sort of RP "competition" among characters.
3. As I mentioned in the discussion about the Search for Eternity mission, it would be extremely helpful if there is a "reserve" system of sorts where we can try different characters or compositions. Currently, we have an incentive not to do so until/unless extra roster slots open up. But again, I understand this may be too work-intensive at this stage.