only thing I'd be worried about is how the damage is around loop 3 or so. If you pick up the scavenger curse you may never lose the battle, but you may never win either...
BriteShadowWolf
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I've seen a similar problem. It doesn't always take saving and quitting, though. Sometimes it happens while going to a new loop. I ended up with the beefiest gheist to ever beef with no food and using the bad fusion. Items had little or no hp bonuses either. Was weird and difficult to try and make him my lowest health since I wanted him to be targeted most.
Another bug/problem I think I might have found is that percentage buffs to healing don't seem to actually be working. I'm not perfect, so it's entirely possible my math was off every time or that I misunderstood something, though. The nature synergy buff, and any item buffs didn't seem to be doing anything though.
so...this is just my return opinion, and is probably not worth a whole lot yet since I'm still missing a few, but I feel scutt, wyrm, and pyris should probably all be dropped by 1.
scutt for the same reasons as you mentioned for karak and mabek. He does 1 thing very well, but...
wyrm is awesome and I love him, so take the rest of this with that in mind. No doubt he has one of the most interesting mechanics with his evolution and can come in clutch to fill a void in the roster. That said, he's just a little too much of a lesser jack of all trades. If his active wasn't as good I'd honestly feel that he should maybe even be down at the bottom.
pyris is...well...just a worse version of tiz. Honestly, tiz just needs some tlc on his active and he'll be a or better. Pyris is good aoe, for sure, but unless your running a minimal number on your team, tiz can do pretty much the same thing passively that pyris does altogether, and if you find an active changing item tiz is set. Thus, I agree tiz is b at situational, but pyris just doesn't quite add up...for me.
6.5/10 no reroll mechanics. Okay, maybe not that low of a score, but in games like this if there aren't some kind of reroll or locking mechanics or their equivalent, it feels more like the game is playing you versus you playing the game.
The other main problem I'm feeling right now is that it almost feels more like a punishment to beat each enemy. You not only get no reward other than moving on, but also lose a chance to upgrade your militia.
Other than those two major points, I think it's a great game and hope to play more in the future.
i mean...if you swap out the 2 shields, booth boots, and all 3 necklaces with archangel armor, 2 guarding bands, and a tooth necklace you'd have pretty much the same results with less space used in less turns and without having to kill someone to jump your haste up...and kills would then boost your damage...just saying...
same as what umchyoka said...except for 1 thing. if you're looking to go more towards a consumables build, then keeping the seasonings might still be worth...but it looks like you're in a more mage position so searching for a tome, a rage ring, a broken armor ring, and maybe a regen wand and skull wand would probably be what I would aim more for.
Either way, start replacing those health rings asap...they can be a helpful boost at early floors, but seeing as you're now at floor 13 they're practically useless...
there are actually a lot of ways to heal or avoid/minimize damage...trouble is finding them...or finding the right combos to use them. I mean, with my 1 healing whetstone I can easily heal 100+ per turn from turn 3 onwards in my current setup.
I feel, personally, that damage scaling is the bigger factor. I'd love to see some more of that. More ways to get rage maybe, more smithys definitely...that kind of thing...