I think it’s because centipede gains enough charge off of a clash win that he gets to live an entire extra turn in his 1 HP phase. Losing 1 turn may not seem like much but if you’re on the line already that can cause you to miss the 150.
I'd like to see the RR format be like one long fight rather than multiple single fights. There are a lot of EGO passives that would make status teams be able to "do their thing" consistently but are hurt by the game resetting them between fights.
I imagine when you kill an abno in a wave, the next abno in line comes in to replace it. It'd be like the current Green ordeal format but with way more different enemies of varying strengths in a focus encounter. I suppose to make it so won't have to run the ENTIRE thing in one go, maybe it'll have a check point at every 5 or so waves so you can rest and when you come back it remembers your current hand, speed, and what EGO passives have been turned on.
Honestly that would be pretty cool. And heavily preferable to the current railway. Like I like it but God damn you really can't build around a status without fucking yourself on 1-3 fights.
They did but unfortunately pure burn still sucks. Liu IDs outside of Ishmael are not good. I tried full burn today and it was a massive trainwreck and the run took nearly 2 and a half hours.
I’m well aware of the mechanics, ran the Railway multiple times with multiple team comps by now. But that doesn’t make burn feel any less awful to use for these fights.
No other status effect gets countered as hard as Talisman Doll counters burn. You will straight up lose for trying to burn it. For Steam Transport Machine, one of the slowest, most boring fights in the Railway, your status effect is arbitrarily capped.
I’m not saying they’re impossible to beat with a burn team, but out of all the teams I’ve tried, burn has been the most difficult and frustrating to use.
Pre-nerf, post-hotfix Kromer would like to have a word with you and your bleed teams.
OK well maybe not "bleed teams" but the fact that half the release identities inflicted bleed incindentally.
Yeah, after spending 1 hour building 6 teams for the MD rotation, I realized that synergy is for this kind of content only. For RR, you want your strongest ID of each sinner which, as of present, are the self-sufficient ones.
RR2 is anti-teambuilding overall so it sucks anyway
But still, there is no stage what resists charge, so this is the right way
Mfw centipede wins one clash and you have to restart the fight
This is standard RR experience anyway. Lost clash = damage not done = more turns spent on the fight.
I think it’s because centipede gains enough charge off of a clash win that he gets to live an entire extra turn in his 1 HP phase. Losing 1 turn may not seem like much but if you’re on the line already that can cause you to miss the 150.
To do this fight you have ylto do it without 1hp phase anyway
Shock Centipede:
Just don't get hit, lmao
I'd like to see the RR format be like one long fight rather than multiple single fights. There are a lot of EGO passives that would make status teams be able to "do their thing" consistently but are hurt by the game resetting them between fights. I imagine when you kill an abno in a wave, the next abno in line comes in to replace it. It'd be like the current Green ordeal format but with way more different enemies of varying strengths in a focus encounter. I suppose to make it so won't have to run the ENTIRE thing in one go, maybe it'll have a check point at every 5 or so waves so you can rest and when you come back it remembers your current hand, speed, and what EGO passives have been turned on.
I've come to a realization
I have a sneaking fucking suspicion that the Dawn of Green Event is a sneak peak for the RR3 format lol.
Honestly that would be pretty cool. And heavily preferable to the current railway. Like I like it but God damn you really can't build around a status without fucking yourself on 1-3 fights.
[удалено]
They removed the burn passive from MD Talisman Doll about a month ago
Didn't they remove specifically from the MD3 version so as to not randomly brick runs?
They did but unfortunately pure burn still sucks. Liu IDs outside of Ishmael are not good. I tried full burn today and it was a massive trainwreck and the run took nearly 2 and a half hours.
They only did it in mirror dungeons
> They removed the burn passive from *MD* Talisman Doll about a month ago
I’m well aware of the mechanics, ran the Railway multiple times with multiple team comps by now. But that doesn’t make burn feel any less awful to use for these fights. No other status effect gets countered as hard as Talisman Doll counters burn. You will straight up lose for trying to burn it. For Steam Transport Machine, one of the slowest, most boring fights in the Railway, your status effect is arbitrarily capped. I’m not saying they’re impossible to beat with a burn team, but out of all the teams I’ve tried, burn has been the most difficult and frustrating to use.
Pre-nerf, post-hotfix Kromer would like to have a word with you and your bleed teams. OK well maybe not "bleed teams" but the fact that half the release identities inflicted bleed incindentally.
Yeah, after spending 1 hour building 6 teams for the MD rotation, I realized that synergy is for this kind of content only. For RR, you want your strongest ID of each sinner which, as of present, are the self-sufficient ones.