It was cutting the time real close there. And does this mean beo is very vulnerable on recovery?I totally forgot to post this on the forums but here it is
Its a cheese strategy for the triple Beowulf Aegis node. You just need 3% metergain, a Beowulf that does at least 1% per hit and Geatish/Lupine!
Hope this helps!
Its tight but its consistent. A.I. Just sucks at dealing with certain situations. Its probably going for a sweep because of the distance but getting punished.It was cutting the time real close there. And does this mean beo is very vulnerable on recovery?
Confirm it’s always going for a sweep at corner. That’s how I cornered all three beos and won the fight. Because I waited for the sweep to finish before punish I had to retry a lot because timeout.Its tight but its consistent. A.I. Just sucks at dealing with certain situations. Its probably going for a sweep because of the distance but getting punished.
Aegis is generally not an issue since fighters usually have high enough DPS even with 1% per hit. The Beowulf only node is an outlier since Beowulf isn't really known for his hit count.Follow up: I cleared River King Casino - Going All In (Level 3 Map 2) in the most dumb-luck way possible. I had Purrminator Robo-Fortune and Toad Warrior Cerebella leveled-up and ready to go. The enemy, diamond Pea Shooter Peacock tried to finish off my low health Robo-Fortune with a Lonesome Lenny blockbuster followed immediately by a Bandwagon Rushdown blockbuster. She's in her clown car ramming the big blob of a bomb at me when it suddenly explodes, incinerating her half-health to ashes.
Saw Fel's video of a Beowulf beatdown and thought, "wow, that node restriction looks obnoxious." And then I saw the entire 21 nodes map has the same modifiers:
AEGIS
Cannot suffer more than 1% HEALTH from a single HIT.
DANGER ZONE
All attacks are UNBLOCKABLE while below 25% HEALTH.
Danger Zone is cool, but Aegis feels more like a chore than a challenge. Like chopping down a tree with a spoon. Not much fighting finesse in hoping to have a gimmick SA handy or it is time-out city.
That's a very pessimistic way of viewing the modifier.Aegis is an issue because it guarantees every enemy (all 45 of 'em on the map) takes at least 100 hits. All the dynamics of damage are substituted with a boring baseline 1% nibble from the health bar. It is like the cheap way for increasing difficulty in a shooter by making the enemies bullet sponges. Kills the excitement.
The modifier makes it a test of two thing:
- If you are lucky enough to have the variant with the best SA for the situation
- If your character is hardy enough to withstand the inevitable BB3 storms the nigh-invulnerable enemies will unleash.
Beatbox bigband equipped with gold lvl8-10 movesIdk the fight with Lovecrafted Squigly and Summer Salt Parasoul is extra frustrating. The debuff push and ‘silver only’ make it tediously frustrating, compacted by Squigly’s Curse and blockbuster lock for standing near her. I would try to use Robofortune to keep her at a distance but because she DUMPS debuffs I really can’t.
How did other people get through that node?
Similar to luke, I used a beatbox big band with 5 cymbals. All level 1. You can combo L5 into cymbal into another L5 into cymbal etc. in the corner. Get the stun, knock them down, get your move use back. Even if you get unlucky and stunned you can usually block before they hit you.Idk the fight with Lovecrafted Squigly and Summer Salt Parasoul is extra frustrating. The debuff push and ‘silver only’ make it tediously frustrating, compacted by Squigly’s Curse and blockbuster lock for standing near her. I would try to use Robofortune to keep her at a distance but because she DUMPS debuffs I really can’t.
How did other people get through that node?
Different strokes for different folks. The devs already stated master difficulty would be a test of collection depth and not strength. I personally enjoyed going through, getting stuck and finally beating harder stages.It deeply hurts my intelligence when this game forces you to play with bronze or silver fighters in master difficulty if veteran players have already maxed out most of them to gold.
This mode demands to be high level so what is the damn point in doing so.
It is a waste of time and ingame money.
I am very angry on this and disappointed by its poor execution.
Where is the fun on this?
So why there is not a way to change a fighter back to bronze or silver temporarily if he is golden or silver?Different strokes for different folks. The devs already stated master difficulty would be a test of collection depth and not strength. I personally enjoyed going through, getting stuck and finally beating harder stages.
To beat the story mode?So why there is not a way to change a fighter back to bronze or silver temporarily if he is golden or silver?
If I have maxed out that character why going through the process again?
To beat the story mode?
Again, I didn't find powering and levelling my bronze and silver characters to be a big issue. It was just another challenge for me to complete, and I could do it at my own pace. The characters I powered up I can use for fodder later on, it wasn't a huge waste or anything.
Seems like a big mechanic to implement just for story mode. I'm sure they did this to stop players from just beating everything without a challenge.Yeah, just for story mode they should have given us this option of changing our fighters back to their previous state temporarily.
I think it makes perfect sense.
I should make a forum post about it next time.
Expect me.
;-)Seems like a big mechanic to implement just for story mode. I'm sure they did this to stop players from just beating everything without a challenge.
A forum post can't hurt though, go ahead!