Discuss Scratch

Be_yourself12
Scratcher
7 posts

Official Monster World strategy and balance thread

oops I meant Final Strike
EpicRoka
Scratcher
67 posts

Official Monster World strategy and balance thread

Be_yourself12 wrote:

oops I meant Final Strike
thats a good card
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

EpicRoka wrote:

Be_yourself12 wrote:

oops I meant Final Strike
thats a good card
thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)

Last edited by G2_gaming (Jan. 14, 2022 13:17:03)

anteatereatingant
Scratcher
89 posts

Official Monster World strategy and balance thread

G2_gaming wrote:

EpicRoka wrote:

Be_yourself12 wrote:

oops I meant Final Strike
thats a good card
thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)
it's really just a non-frost, balanced coldwave. all you need to setup is a bunch of 0-costs and good card draw, or several shadow strikes.
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

anteatereatingant wrote:

G2_gaming wrote:

EpicRoka wrote:

Be_yourself12 wrote:

oops I meant Final Strike
thats a good card
thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)
it's really just a non-frost, balanced coldwave. all you need to setup is a bunch of 0-costs and good card draw, or several shadow strikes.
theoretically, yes, it works well with shadow strike, but you need to setup shadow strikes, which is 2 mana, then you scale up strength to get real value, then rely on RNG or try to control the RNG to see this card, and when you actually get to see this card's value, its already like turn 5 or 6 where normal fights are already about to end, this card is like a run down version of Finisher for silent, silent gets to play a lot of cards, but Lunara doesn't quite have this mechanic, so you would need to setup its value in order for it to ace stuff, but without setup, its basically 1 mana for 6-12 damage, which is just the average damage output, like the setup process is not really worth it unless in boss fights, thats also why leveitation is a very overrated card because its too heavy to play and its value pay back is too slow, thats why I say this card is “takable”, not “great” simply because of the setup process, it can be a very poggy card on right situations, like you have 2 strength, making it do 15-20 damage for 1 mana, which is very cracked, but overall, its just an average card

Last edited by G2_gaming (Jan. 14, 2022 16:20:28)

Arctic_Animator
Scratcher
5 posts

Official Monster World strategy and balance thread

I think seed 8087 is bugged. Upgrading strength gave me 3 judo chops (5 times in a row) and upgrading dexterity gave me three (black holes?).
NoodleChicken
Scratcher
66 posts

Official Monster World strategy and balance thread

Timmy_Facts123 wrote:

In the April fool's version, do you know if you can add the free flint seed in the notes and credits? I can't remember it and I really want to use it.
stony i think
StrixCattus
Scratcher
100+ posts

Official Monster World strategy and balance thread

anteatereatingant wrote:

G2_gaming wrote:

EpicRoka wrote:

Be_yourself12 wrote:

oops I meant Final Strike
thats a good card
thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)
it's really just a non-frost, balanced coldwave. all you need to setup is a bunch of 0-costs and good card draw, or several shadow strikes.
Or the Tadpole. Actually, aren't Ki-Saber cards all 0-energy as well? A deck with Shadow Strike x1-2; some Parry, Flex, and 0-Energy Attacks; whichever item it is that gives you +1 draw (Moon Necklace?); a couple Final Strikes; the Ki-Saber; and maybe the Singing Tadpole and/or Playing Cards could I think become pretty good.
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

StrixCattus wrote:

anteatereatingant wrote:

G2_gaming wrote:

EpicRoka wrote:

Be_yourself12 wrote:

oops I meant Final Strike
thats a good card
thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)
it's really just a non-frost, balanced coldwave. all you need to setup is a bunch of 0-costs and good card draw, or several shadow strikes.
Or the Tadpole. Actually, aren't Ki-Saber cards all 0-energy as well? A deck with Shadow Strike x1-2; some Parry, Flex, and 0-Energy Attacks; whichever item it is that gives you +1 draw (Moon Necklace?); a couple Final Strikes; the Ki-Saber; and maybe the Singing Tadpole and/or Playing Cards could I think become pretty good.
setup is not worth it, a bit slow, where the fight would already end when the value from final strike actually comes out, flex noob trap its not really good since it heavily relies on RNG to gain its value, I would say trips are much better and has some frontloaded value, some card draw would be better like the haste - collective thougths - illuminate combo sets a quick 20+ damage final strike (illuminate + Collective thoughts is at least 8-13 card draw and free cycle) with a power up, with a trip, even more, shadow strikes are klunky, since if you draw final strike too energy with no setup, it just takes you a whole new shuffle, where the combat would already end, and during setup, you need to block, parry isn't a reliable block source with flex (requires RNG to gain good value) so you would see final strike less often because of those cards you need to survive the scaling phase, final strike isn't frontloaded damage, and I don't think it should be used as a main attack source, but being a finisher alongside coldwaves would be nicer, just like the card “finisher” in STS, where this card's idea is from (:

Last edited by G2_gaming (Jan. 15, 2022 01:13:25)

Arctic_Animator
Scratcher
5 posts

Official Monster World strategy and balance thread

Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

Arctic_Animator wrote:

Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
just add ascension mode, where the game gets harder and harder as you keep on climbing
Efferbot
Scratcher
100+ posts

Official Monster World strategy and balance thread

G2_gaming wrote:

Arctic_Animator wrote:

Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
just add ascension mode, where the game gets harder and harder as you keep on climbing
ultra hardcore would be: start with 5 hp, only can pick the hardest fight, less block cards, and 75 percent chance of getting/playing heroism instead of whatever you tried to use. also no inns or shops. every time you choose endless every enemies stats double, and they gain 20 strength. what you pick for cards and events is randomised. also caves elite is always 3 spiders, swamp elite starts with all totems and can still summon more if they are destroyed, slime king reduces your draw to 0, you can only upgrade stats to level 5, plague sorcerer is 3 sorcerers, and stats and cards reset every time you choose endless.
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

Efferbot wrote:

G2_gaming wrote:

Arctic_Animator wrote:

Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
just add ascension mode, where the game gets harder and harder as you keep on climbing
ultra hardcore would be: start with 5 hp, only can pick the hardest fight, less block cards, and 75 percent chance of getting/playing heroism instead of whatever you tried to use. also no inns or shops. every time you choose endless every enemies stats double, and they gain 20 strength. what you pick for cards and events is randomised. also caves elite is always 3 spiders, swamp elite starts with all totems and can still summon more if they are destroyed, slime king reduces your draw to 0, you can only upgrade stats to level 5, plague sorcerer is 3 sorcerers, and stats and cards reset every time you choose endless.
I don't think having less block cards is that bad unless start with 5 HP since have that frontloaded damage is very good considering the fact that you start wwith aqau burst innate
this is my ascension idea:
A0: same as standard
A1: forced elites at least 2 times each run
A2: harder normal enemies
A3: harder elites
A4: harder bosses
A5: start each run cursed
A6: more experience required to upgrade
A7: shops are more costy
A8: more unfavorble events (events are harder)
A9: less drop rate for rare relics
A10: fight double boss (another harder boss)
anteatereatingant
Scratcher
89 posts

Official Monster World strategy and balance thread

G2_gaming wrote:

Efferbot wrote:

G2_gaming wrote:

Arctic_Animator wrote:

Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
just add ascension mode, where the game gets harder and harder as you keep on climbing
ultra hardcore would be: start with 5 hp, only can pick the hardest fight, less block cards, and 75 percent chance of getting/playing heroism instead of whatever you tried to use. also no inns or shops. every time you choose endless every enemies stats double, and they gain 20 strength. what you pick for cards and events is randomised. also caves elite is always 3 spiders, swamp elite starts with all totems and can still summon more if they are destroyed, slime king reduces your draw to 0, you can only upgrade stats to level 5, plague sorcerer is 3 sorcerers, and stats and cards reset every time you choose endless.
I don't think having less block cards is that bad unless start with 5 HP since have that frontloaded damage is very good considering the fact that you start wwith aqau burst innate
this is my ascension idea:
A0: same as standard
A1: forced elites at least 2 times each run
A2: harder normal enemies
A3: harder elites
A4: harder bosses
A5: start each run cursed
A6: more experience required to upgrade
A7: shops are more costy
A8: more unfavorble events (events are harder)
A9: less drop rate for rare relics
A10: fight double boss (another harder boss)
you could combine 2 and 3 into harder enemies, and have something special, like negative weather effects, later.
1514924
Scratcher
21 posts

Official Monster World strategy and balance thread

the swamp boss (i forgot the name) buffs itself sooo much and it makes it very difficult to beat.
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

1514924 wrote:

the swamp boss (i forgot the name) buffs itself sooo much and it makes it very difficult to beat.
just find some scaling and try do a combo before his HP gets lowered down to <100
1514924
Scratcher
21 posts

Official Monster World strategy and balance thread

okay, thanks. I beat it!
Cyanfox73
Scratcher
7 posts

Official Monster World strategy and balance thread

Entity1217 wrote:

Cyanfox73 wrote:

2 Cold Waves + Singing Tadpole = Instant Win!
2 cold waves + 2 singing tadpoles = you beat monster world 2 there
If you get your hands on the Galactic Claw, it can be even better. Galactic Claw increases your strength by 1 every four attacks. However, because Cold Wave can hit up to 5 times, it benefits 5 times more from the strength boosts.
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

Cyanfox73 wrote:

Entity1217 wrote:

Cyanfox73 wrote:

2 Cold Waves + Singing Tadpole = Instant Win!
2 cold waves + 2 singing tadpoles = you beat monster world 2 there
If you get your hands on the Galactic Claw, it can be even better. Galactic Claw increases your strength by 1 every four attacks. However, because Cold Wave can hit up to 5 times, it benefits 5 times more from the strength boosts.
yea, coldwave scales really fast with strength, however its pretty underwhelming early game
creeper509
Scratcher
100+ posts

Official Monster World strategy and balance thread

At this point, this is either irrelevant or said already, but if you’re trying endless, here’s a tip. So, basically, at a certain point, you get set to 5 hp. In the run previous, or even two cycles before, you want to start stocking up experience. Then, when you reach the 5 hp cycle, don’t use any of it, unless there’s an attack you know you can’t survive. Then put just enough points on hp to survive. You’ll still want to save some, as subsequent cycles will set your health back to 5 again.

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