It surprised me to discover it, but it turns out I do. Whether Othercide is for you will depend on whether you have the patience for a roguelike where you can spend a good eight hours feeling like you're making no progress whatsoever, before suddenly breaking through. When I was failing to beat that first boss I had a far lower opinion of it, but when I finally made that breakthrough I got a great sense of accomplishment, as well as Remembrances that let me skip that boss and start my Daughters at a higher level, avoiding the grind that had tormented me entirely. It is very easy to come up short against a boss several times and feel like you're doing a lot of busywork for very little progress. It seems like a lot to keep track of, but it's all fairly intuitive once you get the hang of it, and there's a clever Chess-like quality in figuring out how to save a unit from impending doom. The Spirit Shooter: The Soulslingers Class in Othercide News This week, let us introduce you to the Soulslinger - formerly known as the Gunslinger - the second class you can find in Othercide Nizar and Alexandre. She's effectively skipped one of her turns to do more right now. But as she's used up more, she has to wait a whole 100 ticks. If I'd only spent 50 action points, Melody would be able to go again in 50 ticks. Unfortunately that doesn't do as much damage, so I have to attack several times. Melody could use her own delayed attack, Imbued Blade, which would kill the Therapist in one hit, but that wouldn't fire until step 50, so instead I go for a simpler attack that works immediately. So instead I move up Melody, a Blademaster (melee DPS class), who goes at 25. If Douce had a turn before 30, she could simply move out of range, but she doesn't go until 50. Let's draw an example: one of my Daughters, Douce, has been targeted by an enemy Curse Therapist with a delayed attack called Massive Shot, which will fire at initiative 30. You aren't going to get attached to your soldiers here, especially given the lack of real cosmetic customisation, instead you are going to see your Daughters as a resource to be gently fed into the meat grinder of the forever war. This means that any slip up, any damage taken will sooner or later result in the loss of a star performer. Even worse, some of your most powerful abilities spend health to activate. The only way for one of your Daughters to recover health is to sacrifice a Daughter of equal or higher level. Take healing, for example: there isn't any. Every system in the game is leveraged towards this feeling of hopelessness. The doom and gloom atmosphere isn't just confined to the striking black and white visuals however, Othercide really commits to the bit. It doesn't really need to define its terms-what matters is atmosphere, and this game is dripping with it. It's not a style of writing I'm usually a fan of, but big and abstract suits Othercide very well. Other extremely capitalised nouns also feature heavily. I wouldn't mind if 100 Vitae only healed 5% or sth, it's at least something to work with.You are The Mother, some sort of eldritch being fighting against Suffering, with a capital S, to protect The Child, using resurrected soldiers called The Daughters. That's why I'd welcome an option to heal them with Vitae, but not by sacrificing low-level daughters (which effectively becomes the same) You're not supposed to just feed them to the meatgrinder. It would also hurt the RP / story aspect of the game. So such an exange would still trivialize the game in my opinion.īut I agree, that's what the mods are for - to allow you to modify the game to your liking. It depends on the how often you swap intalled memories, but personally I've never been lacking Vitae. Interrupting Round = 10% HP = 1 newborn = 200 Vitae. Immovable Stance = 5% HP = 0.5 newborn = 100 Vitae or 200 for 2 uses, Having a backup team is always a good idea, just in case if something goes wrong.īesides, some later missions require more then 3 daughters.Īs for your idea, in other words, it would change Reactions and Interruption cost from HP to Vitae: I could see the game being too easy if a lvl 1 daugther could fully heal a lvl 15 one thats why i suggest the health healed depends on the sacrificed : healed ratio's level.īut in the end isnt that what mods are about ? To play the way you want Basically attack 2 synapses to keep their level equal and for me personally it was a chore to do so instead of making the game "hard" or about "decisions" Originally posted by OG.UA SAPUTRA:ok but the current strat is having team A as your main team and team B as the fodder team.
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