Methinks you just need to play him some more and experiment. That's just the tip of the ice-berg without unlocking his extra cards - and no doubt he'll be tweaked in the future as well. With my usual choice of perks, he was on the way to 90 health from the word go and a late +10 HP graft nearly put him to triple digits by the end - and he pretty much stayed at a minimum of 70 HP for the entire campaign after every combat - with plenty of healing cards, obscene debuff cards, and a hell of a lot of burst/sustain, with a mechanic that can let you draw cards to your heart's content or unload major damage/defense plays whenever needed. I don't recall a single fight even remotely challenging him. I found Smith infinitely easier during my first ever playthrough compared to all my more experienced runs as Rook and Sal. They've even made it so that debuffing enemies improves the damage of various cards by default, which is a brain-dead trade - not to mention one of them leading to planned double-damage windows. He has a stupidly high amount of ways to ramp up the damage of his combat deck in a near-passive way, along with all kinds of multi-strike abilities and debuffs. "Not much improved damage" is pretty laughable. Inherent healing mechanic, easy access to impair, wound and bleed, the highest base health of all characters AFAIR, various cards that just flat-out heal and don't expend, coupled with Moxie and Alleviate with other bottle-related cards that can ramp up obscene amounts of defense on demand. Each playable character’s story takes place in a unique environment, with different factions and locations to explore and exploit.Hope they buff him a bit, as compared to the other 2 he is quite weak in combat, with weak defense and not much improved damage despite being forced to take self-damage to do it. Smith is an idle loafer who might just save the world. Rook is an aging spy working his own agenda. Sal is an adventurer out for profit and revenge. Three unique character campaigns with their own specialized decks, abilities and maps to explore. Death comes quickly, but each play offers new situations and strategies to explore. Every decision is important, be it the jobs you take, the friends you make, or the cards you collect. Griftlands is a deck-building rogue-like where you fight and negotiate your way through a broken-down sci-fi world.
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