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- Dec 23, 2020
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Florian Himsl, the original coder for Isaac and one of the playtesters for this, has the highest record with 400 cats at a single time.What's the maximum population of cats that you keep at a time? Is 20 too many? Maybe that's where I'm fucking up, too many mouths to feed.
On further playing, it seems like Reap ignores the transformations of everything. So, if it can one-shot the enemy, the enemy won't go into the second phase.I just had an insane interaction with Maisie. I used a necromancer with Reap, and targeted a kitten. She swapped, as usual.
and it one-shot her
I got lucky, and beat Dybbuk my first try... What really helped was a mage with a wide-range fire spell, and an ability that double-cast it if is only used one spell the turn before. I'd center the spell on him, and he'd hop into one of the hits on the side.I fucking hate Dybbuk, its hard getting to that motherfucker in the first place just for him to jump around and possess my cats. And I was here thinking the cave spider was bad. At 26 hours in, Im barely 10% complete and had 1 fight with Dybbuk.
Edit: I also have not unlocked any of the other classes after Thief and I fucking hate it. I want to try the other classes man
Why not? I didnt think the big sharks were particularly hard, though obviously you want to run at least one ranged DPS or bring ranged weapons for the sewers.and right now I'm stuck because I feel like I can't go to the sewers anymore (the big sharks. shit's unfair.), but I don't feel ready for Act 2 and I need better breeding setups
I think that goes without saying. But yeah, every time I hear Them Kitty Bones I think of him.@Cats would've loved this game I think. If he were still around he'd be in this thread showing off his fucked up inbred cats.
Monk skills are more or less split between melee, ranged, damage caster and tank archetypes. They can be really strong, but it's hard to predict if you'll get what you need or want. Using them as pure melee brawlers seems a little difficult, because they get neither speed or constitution out of the box and armor is often (but not always) haram. The usefulness of the ranged tree seems a little diminished by the existence of hunter. They're very fun, though.I am trying monk for the first time and trying to figure it out, is he meant to be a fighter with some ranger thrown in?
If you have a Druid, I'd highly recommend breeding Feral onto your prospective monk and trying to melee it that way. I got this monster the first time I tried the class out and actually had to reset after Dybbuk possessed him, because the fucker one-shot my entire team after I lost control of him.Monk skills are more or less split between melee, ranged, damage caster and tank archetypes. They can be really strong, but it's hard to predict if you'll get what you need or want. Using them as pure melee brawlers seems a little difficult, because they get neither speed or constitution out of the box and armor is often (but not always) haram. The usefulness of the ranged tree seems a little diminished by the existence of hunter. They're very fun, though.
By itself half of the Necro abilities that proc off him dying is not very useful. BUT. There's an item that mitigates injuries on a specific cat, skills that down you on demand and if you're lucky, you can luck into a cleric that can resurrect from heals. Combined, it can be insane because a lot of downed skills seem to be balanced around the fact that you can only really do it a few times in battle.I'm not sure how useful any of the "more powerful when you're downed" ones are
I think Butcher suits my playstyle because he can act as a tank as a pinch, and he can draw a lot of aggro and still not die because of the sustain. If you run both him and either Necro or Tank you basically can play the board really aggressively.Butcher: This is the one that's been disappointing me, I might just be getting bad rolls for abilities, but all of mine have felt like a slower fighter with worse mobility that can usually only kill one thing per turn, and the hook isn't a good substitute for actual mobility, although it's still useful, but sometimes being able to use a different weapon would be better. The main thing it has going for it is the self-sustain which would make it a great candidate for a party without a cleric/druid, but ordinarily it's not hard to manage party HP anyway so the sustain ends up not very valuable
I truly don't understand why everyone keeps saying Tank is a must. I find most of its active abilities pretty lackluster (mostly displacement with very low damage, which is annoying when your basic attack already doesn't do much and the displacement often includes a huge area that inevitably affects allies) and its niche is wholly usurped by a half-decent Necromancer or Cleric. It's to the point where Tank is my least-used class; I've even used Fighter more often, if only for all the Alpha-related skills that really help it pair well with Cleric. Tank is okay for really early game, but it's been borderline redundant every time I've tried to use it past that. Can someone explain the appeal? There's no need for a guy who sits there and gets hit when you have a guy who can sit there and get hit (while healing people) or a guy who can sit there and get hit (while sucking everyone else's HP until they shrivel and die, then resurrecting their corpse to kill their allies).Tank and Cleric continue to be fundamental unless I'm just memeing.
Kind of agree here, with the caveat that I've only had like 3 psychics and 1 monk. Psychic being dogshit depresses me to no end-- there is so much potential for awesome psionic destruction that is just utterly wasted from what I've played of it. I rolled a psychic with some ridiculous passive that boosted Gravity-element spells, made them give positive effects to your allies when they were in range of one, and doubled all those stat bonuses (before being upgraded!)... and never got to use it, because I just kept rolling dogshit like "inflict 2 freeze for 8 mana" or "randomize every single unit's position for 6 mana" on every single one of his level-ups. The guy didn't get a single gravity-element ability in a three-act run. And I didn't have any kind of dice, so he was just completely screwed. His best attribute was being lucky enough to get a spell that let him give allies an extra turn, which made the aforementioned monk even more fucking busted and led to me one-shotting Radical Rat and Mama Maggot with a retarded feral crackhead.Played a bit more with Butcher, Monk and Psychic; here are my thoughts on each of them:
Butcher: overall good class. Good damage AND sustain. Doesn't rely on some shitty spells or luck/build, pretty much any ability works and compliments the build. It's just like fighter, but beefier.
Monk: I like the class gimmick (switching stances) but it just ends up being a weaker fighter/ranger. Some abilities are neat (soduken, energy ball) but shadowed by actual decent classes like Tank and Ranger, who can dish out 3x the damage without gimmicks. The best spell is the mini-me summon and, goes to show you how shitty the monk is, having 3 clones running around does NOT guarantee a win. Lategame you need two stats to deal damage and half-scale off each stat, so it doesn't scale well...
Psychic: dead weight. Sure you can get decent spells for clearing trash mobs (i got the meteor+ and tk push, so I just pushed flaming boulders around) but basic attack is laughably weak and most spells are a waste of mana at best. So requires strong synergies (from allies) AND requires good luck AND generally useless against bosses AND damage is worse than cleric somehow. Whenever I get good spells yes he does better than a mage. Otherwise he's worse than a stray.
I've actually managed to roll some of those "down on command + buff when downed" skills before, and they really aren't worth all the tradeoffs. 90% of the time, if you're downed you'll revive at like 10% HP. Your Cleric isn't going to be healing that shit even to half before your second area unless you get really really lucky (or your necromancer just has shit constitution, which isn't likely given the class bonuses). Most of the skills you can use while downed do shit damage and don't inflict leeches or buffs/debuffs, which cuts out 2/3 of what makes Necromancer so great. On top of that, if you rolled any zombie skills and created any zombies before you downed yourself, say bye-bye to your Necromancer because that corpse is getting eaten by your own "allies" long before you can ever revive.By itself half of the Necro abilities that proc off him dying is not very useful. BUT. There's an item that mitigates injuries on a specific cat, skills that down you on demand and if you're lucky, you can luck into a cleric that can resurrect from heals. Combined, it can be insane because a lot of downed skills seem to be balanced around the fact that you can only really do it a few times in battle.