Where possible I tried to maintain a loadout of two damage dealers, a utility card and then any other rubbish. Only two of your equipment can be guaranteed to be kept. Inventor- Having to destroy your equipment makes for a lot of inconsistency. When you get to copy a card, copying a dice manipulator (ideally duplicate) is never a bad move. On the 4th upgrade, Inventor and Witch are better than Warrior. The 3rd upgrade gives you either duplicate or subdivide. I like the fury one to get a good damage per turn. The big choice is the 3 card pack you get on the 2nd upgrade. At most shops destroying cards is the better option. The bigger your hand, the less chance of pairs. Using those you can control your deck and maximise paired cards that can either be discarded or used with limit break. The key to the run is the cards you acquire that give the dice back. The starting deck only does single figure damage per turn and has poor upgrades. ‐-Jester- The biggest weakness of the Jester is that most attacks are weak. If you move back and forth on the map, the seed for your dice rolls will change, handy for getting a good first turn dice roll. I doubt I'd have won with the witch without it. Liberal use of save scumming (going back to main menu mid fight) makes things a lot easier. A side effect of harder hitting enemies is that the limit break powers become a bigger factor than in the other episodes. I've seen it suggested that using weaken can counter the upgraded equipment well, but I personally never had much success trying that. It tends to mean that slower builds like shields and poison get overwhelmed before they can deal enough damage (with one important exception for the witch). This makes little difference on the first couple of floors but by floors 4 and 5 it means you are up against enemies dealing serious damage. Do this with caution though - I've lost count of the amount of times I've rerolled a bad one only to get one even worse! The hard mode modification is that all enemies carry upgraded versions of their equipment. Each time a new rule is added you get the chance to reroll it once. This meant only having a single die on every turn 1, and an abandoned run. The worst one I got was the combination of Singer (starting dice all the same value, normally one of the better ones) and Wisp (matching dice vanish). Occasionally you get lucky and they help, but far more often you will get ones that will screw your run. The main change for bonus round is the addition of an extra rule each time you finish a floor. Warrior, Thief and robot are a lot easier so this is about the other 3. This isn't a complete guide (I'm hardly an expert), but as there weren't guides posted for bonus round hard mode I figured I'd list a few tips.
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