- Sep 4, 2022
- 2
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I assume that primary purpose of this item is to prevent said energy from being leeched off by hungry Undeads.I was wondering do people make use of the Soul Liquification item? It's seems kinda pointless in my opinion. Just getting 10% of energy you invest everyday is too low to be of any use. Aren't you just better off utilising that energy elsewhere?
I guess that's true. You could save up energy in it for buying an upgrade(Probably networked consciousness). But it's only a one time use per loop and And the energy you get everyday isn't really worth it. I personally don't see that much point in it.I assume that primary purpose of this item is to prevent said energy from being leeched off by hungry Undeads.
So just something I see right out of the gate, you're training your Forsaken Shadow for EXPO when you should be training her for ANTI since she has Consuming Harvester for her Harvester position, which gives her a permanent stacking modifier that boosts her TICK damage every time she does a T4 CON Break. Also, your Forsaken are doing 3 damage types instead of 2, if you handily beat the first loop you should've had plenty of time to better train your Forsaken (which you didn't, handily beating the first loop is finishing the loop before Day 50 with Imago Quickening), yet it seems like the only training they've received is from the passive training plan training. Granted this is just an observation and advice for the long term, you cant really fix your Forsaken quick enough for them to be relevant for Loop 2.Okay so, why is it that going from Loop 1 to Loop 2 makes the difficulty feel like it ramps up exponentially without much really changing?
Like, I just started my second loop after handily defeating the first loop, but now I got to day 15 with virtually no progress being made, which is usually my marker to tell me that I am doing something horribly wrong and need to start the whole loop over again.
Here's the saves in case anyone is willing to give me a helping hand.
So, if I understand correctly, I should pretty much just start the whole run over with a different item and to get good?So just something I see right out of the gate, you're training your Forsaken Shadow for EXPO when you should be training her for ANTI since she has Consuming Harvester for her Harvester position, which gives her a permanent stacking modifier that boosts her TICK damage every time she does a T4 CON Break. Also, your Forsaken are doing 3 damage types instead of 2, if you handily beat the first loop you should've had plenty of time to better train your Forsaken (which you didn't, handily beating the first loop is finishing the loop before Day 50 with Imago Quickening), yet it seems like the only training they've received is from the passive training plan training. Granted this is just an observation and advice for the long term, you cant really fix your Forsaken quick enough for them to be relevant for Loop 2.
Now for the things that would actually help you, what is your battle strategy here? Cause while Rogue is going to be a pain to break, I downloaded your save and started Loop 2 from Day 1 and played up to Day 15 and was able to get all T1 Breaks and T2 MOR Break on Decree, a T2 INN Break on Vanguard, T1 CON and DIG Breaks on Rogue, and have all of them producing 2 EE a day. When I played your save I got all the upgrades done and fielded my first 4-2 Commander (4 Capture Duration and 2 Capture Attempts) on Day 12 where I got all the Decree Breaks, Day 13 I fielded that same commander and got the Vanguard Breaks, Day 14 I did it again and got the Rogue Breaks, leaving me with all those breaks, 6 total daily EE gen, and 15 EE to spend on whatever I want going into Day 15.
In order of priority focus Decree > Vanguard > Rogue, as Decree will be the easiest to break, Vanguard second easiest, while Rogue is going to a pain with her extreme PLEA resistance making bigger surrounds very hard to get on her.
Oh also another really important piece of advice do not use Inevitability, it is a newb trap. Inevitability is worthless in the early Days as you need every EE you can get, losing 1 EE a day will set you back massively, the goal of the early days is to rush 4-2 Commanders as soon as possible and the EE drain Inevitability makes using it slower than not having an item at all. In the save file you posted your latest save is Day 13 where you do not have all the 2 cost upgrades and have Inevitability activated, that Inevitability draining your EE is why you accomplish nothing by Day 15. It's also meh in the middle and late Days as by then pretty much all your Trauma damage is coming from Surround's Circumstance attacks, not you directly attacking. Inevitability is the one starting item that is almost universally worthless, even Inferno Pepper, the second worst starting item, can at least be argued to be at least a little useful as free 1 cost Commanders can slightly speed up getting to 4-2 commanders, and getting a 1 EE refund on 4-2 commanders can slightly speed up getting through upgrades. Remember, on Day 1 you're allowed you swap your starter item with any of the other starter items, so if you get Inevitability do that swap to literally any other item.
tl;dr, the difficulty didn't massively ramp up, you've just been playing poorly and the small amount of trauma resolution in Loop 2 is just enough to stop you from walking through everything unlike Loop 1. Also the Chosen in Loop 2 might just have a more difficult layout of Vulnerabilities than Loop 1, like Rogue being a general pain to break in isolation.
Nah, you can totally keep playing and just rely on items you get throughout the run, it'll just be harder than restarting and using literally any other item. Honestly, if there is any reason I'd contemplate restarting the run, it's the fact that between the 6 Chosen you have across Loops 1 and 2, only two of them having Punisher Positions that make them worth using as Forsaken, leaving your early Forsaken pretty weak. I will say though that reading the text files is... not really that great for learning the game. You certainly can learn the game through them (I did, it was just a mess and took a long while for me to actually figure things out), but the text files work better if you already understand the game and are just looking for clarification or a reminder on something, and it won't really help you with figuring out strategies for playing.So, if I understand correctly, I should pretty much just start the whole run over with a different item and to get good?
Because my understanding here is that I am basically a monkey with a stick playing in some mud, while you're an alien with a ray gun contemplating galactic domination by comparison.
Like, I've been playing this game off and on for a year now and it still seems like the learning wall is not scalable, even after reading all the txt files and asking for advice.
Yes, because the action you take that would interfere with Pounce's plan is an action against Smile not Pounce. It would be a lot more confusing if that warning was put in Pounce's section of the after-battle info instead.Something odd happened here...
View attachment 3420658
While it is true the would interfere with pounces' plan, the warning appeared on Smile's announcement....
Okay, I just finished going through a new loop 1 run, did way better this time to the point that I have 13 days left before the next city, but currently my only real concern is the forsaken I currently have to work with because I genuinely don't know if any of them are actually good to use as anything, or if I should just sacrifice them all or something.Nah, you can totally keep playing and just rely on items you get throughout the run, it'll just be harder than restarting and using literally any other item. Honestly, if there is any reason I'd contemplate restarting the run, it's the fact that between the 6 Chosen you have across Loops 1 and 2, only two of them having Punisher Positions that make them worth using as Forsaken, leaving your early Forsaken pretty weak. I will say though that reading the text files is... not really that great for learning the game. You certainly can learn the game through them (I did, it was just a mess and took a long while for me to actually figure things out), but the text files work better if you already understand the game and are just looking for clarification or a reminder on something, and it won't really help you with figuring out strategies for playing.
Anyways, if it will help I've written three guides that might help you:
General early game guide
Basic mechanics/stats/modifier guide
Very basic loop 1 item pick comparison - Though do note this one is kinda meh as I wrote it pretty quickly without putting as much thought into it, as I overvalue Inevitability when the one scenario it's "decent" in can be replaced with just more careful planning, while I wrote off Inferno Pepper without considering the slightly faster 4-2 Commanders compared to no items/Inevitability.
Honestly I maybe biased here since inevitability was the first item I ever got but it definitely can be useful.So just something I see right out of the gate, you're training your Forsaken Shadow for EXPO when you should be training her for ANTI since she has Consuming Harvester for her Harvester position, which gives her a permanent stacking modifier that boosts her TICK damage every time she does a T4 CON Break. Also, your Forsaken are doing 3 damage types instead of 2, if you handily beat the first loop you should've had plenty of time to better train your Forsaken (which you didn't, handily beating the first loop is finishing the loop before Day 50 with Imago Quickening), yet it seems like the only training they've received is from the passive training plan training. Granted this is just an observation and advice for the long term, you cant really fix your Forsaken quick enough for them to be relevant for Loop 2.
Now for the things that would actually help you, what is your battle strategy here? Cause while Rogue is going to be a pain to break, I downloaded your save and started Loop 2 from Day 1 and played up to Day 15 and was able to get all T1 Breaks and T2 MOR Break on Decree, a T2 INN Break on Vanguard, T1 CON and DIG Breaks on Rogue, and have all of them producing 2 EE a day. When I played your save I got all the upgrades done and fielded my first 4-2 Commander (4 Capture Duration and 2 Capture Attempts) on Day 12 where I got all the Decree Breaks, Day 13 I fielded that same commander and got the Vanguard Breaks, Day 14 I did it again and got the Rogue Breaks, leaving me with all those breaks, 6 total daily EE gen, and 15 EE to spend on whatever I want going into Day 15.
In order of priority focus Decree > Vanguard > Rogue, as Decree will be the easiest to break, Vanguard second easiest, while Rogue is going to a pain with her extreme PLEA resistance making bigger surrounds very hard to get on her.
Oh also another really important piece of advice do not use Inevitability, it is a newb trap. Inevitability is worthless in the early Days as you need every EE you can get, losing 1 EE a day will set you back massively, the goal of the early days is to rush 4-2 Commanders as soon as possible and the EE drain Inevitability makes using it slower than not having an item at all. In the save file you posted your latest save is Day 13 where you do not have all the 2 cost upgrades and have Inevitability activated, that Inevitability draining your EE is why you accomplish nothing by Day 15. It's also meh in the middle and late Days as by then pretty much all your Trauma damage is coming from Surround's Circumstance attacks, not you directly attacking. Inevitability is the one starting item that is almost universally worthless, even Inferno Pepper, the second worst starting item, can at least be argued to be at least a little useful as free 1 cost Commanders can slightly speed up getting to 4-2 commanders, and getting a 1 EE refund on 4-2 commanders can slightly speed up getting through upgrades. Remember, on Day 1 you're allowed you swap your starter item with any of the other starter items, so if you get Inevitability do that swap to literally any other item.
tl;dr, the difficulty didn't massively ramp up, you've just been playing poorly and the small amount of trauma resolution in Loop 2 is just enough to stop you from walking through everything unlike Loop 1. Also the Chosen in Loop 2 might just have a more difficult layout of Vulnerabilities than Loop 1, like Rogue being a general pain to break in isolation.
I am not a forsaken expert but I think Prayer has a really good publicist punisher. It will help you make a good forsaken later on. If you can you should try to get her with negotiation or aversion. You can get upto close to 900% extra victim trauma damage from her.Okay, I just finished going through a new loop 1 run, did way better this time to the point that I have 13 days left before the next city, but currently my only real concern is the forsaken I currently have to work with because I genuinely don't know if any of them are actually good to use as anything, or if I should just sacrifice them all or something.
My initial thought is that Edge makes the best breeder, not sure about hypnotist (probably Prayer based on the next position), and then Stigma as the Harvester with nobody acting as a publicist right now.
Would those be good moves, or am I falling into some sort of trap?
(I also included my saves again just in case).
View attachment 3421939
Here's my thinking:Okay, I just finished going through a new loop 1 run, did way better this time to the point that I have 13 days left before the next city, but currently my only real concern is the forsaken I currently have to work with because I genuinely don't know if any of them are actually good to use as anything, or if I should just sacrifice them all or something.
My initial thought is that Edge makes the best breeder, not sure about hypnotist (probably Prayer based on the next position), and then Stigma as the Harvester with nobody acting as a publicist right now.
Would those be good moves, or am I falling into some sort of trap?
(I also included my saves again just in case).
View attachment 3421939