This is exactly why they have put the ascension levels global and not per character. I've tried a few comps that did not work very well, but for the most part I've had success, and with quite a few different builds, so long as I've had a plan before Salt: If you could start with your preferred artefact it would be wayyyy too easy.Īlso I really advise against doing all ascension with the same hero and build. You might want to have a range of monsters that have different resistances, so that if they have a hero that does ice-damage to the back you are not forced to have your low-ice-resistant monster there.Įxperiment and have fun. Its also a good idea to have a relatively tanky monster at the front. If you have a team is reliant on a specific kind of elemental damage, then you will probably want to take traps that reduce enemy elemental resistance, and you might want to take the enchantress with the spells that do the same. If you have a team that is reliant on positioning then you should take the trap that silences the enemy, so that you're immune to the heroes that reposition your monsters at the start of the fight. For instance if you're going to have a morale-damage team, you will probably want someone who can apply terrify in both groups (it increases morale damage taken by 50%), you might also want to have monsters that do AoE damage in the first group to get all the heroes down in morale by a bit, with monsters who do high numbers in the second group which can quickly finish them off (and there are quite a few monsters that do extra morale damage when heroes are at or under 50% morale, making them perfect for the 2nd group). The main thing is to have an idea of what you want to play. So far I've only bothered to get to 16, and have tried out quite a few different combos. To be honest though I never had much problem getting the artefacts I needed (or ones that were good enough to make the compositions work). There are even more powerful combinations out there, and there are others which are slightly less powerful but are less reliant on specific artefacts. Dragon's is pretty good, although I would recommend playing that on the Centaur as you can get Cheerleader's Pom Pom on him, which combined with whatever the artefact is that allows them to heal when they deal damage to burning enemies makes your monsters able to solo everything in the first fight. There are a lot of awesome combinations out there. Video games: Darkest Dungeon, Slay the Spire, Dungeon Keeper, Final Fantasy, Divinity, For the King, Chroma Squad, Battle Brothers, West of Loathing and so many more.You get to make your own team which actually synergises with itself, which is a HUGE advantage. HeroQuest (Board Game), Naheulbeuk (French audio series), Kaamelott (the best French series), Monty Python (English series). When a group of adventurers encounters a group of monsters you positioned in your dungeon, a turn-based fight will happen! You will then be able to watch those heroes die! It's a reversed dungeon crawler: heroes will move through your dungeon and will trigger the traps you placed. Check their stats and resistances, then place the best traps and monsters to defeat them! When you think your dungeon is ready, let the crawl begin! How did we achieve that? By running many tests to find the perfect balance between management and dungeon phases!įirst, you will have to plan your defense against a group of adventurers. Like we've already mentioned, our game is a mix between Roguelite and Dungeon Management.
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