アーサー王:騎士の物語 – 一般的なヒントとガイドライン (ローグライト)
ゲーム戦略を開発するためのフレームワークをプレーヤーに提供することを目的とした、非常に一般的なガイドです。いくつかの一般的なガイダンス、戦術的な戦争のアドバイス、およびクラスの定義特性とそれらについての考え方のレビューを確認してください。このガイドでは、最小値または最大値を設定していません。提供されているものよりも優れた戦術やアイデアがある場合があります。これらが、Roguelite をかなり楽に実行できる主なコンセプトであると断言できます。
ローグライトのヒントとガイドライン
はじめに
ハードコア(または、用語を非常に理解している開発者の場合はローグライト)の1回のプレイスルーに続いて、これをまとめます.ハードコアは難易度「ハード」にロックされています。
このガイドは、騎士と戦略を評価するのに役立つように設計されています。私の目標はネタバレをできるだけなくすことですが、難易度の急上昇、クラスについて言及し、他よりも優れている可能性のある戦略と戦術についての推奨事項を作成します.
騎士を失うことなく、このゲームをプレイできます。活力を失うことなく、どんなミッションでも勝つことができます。このゲームでは、優れた計画と実行が重要であり、それを解決するのは本当に楽しいものです。あなたがこれらのことで問題を抱えている場合、私の目標は、あなたがゲームについて考え、あなた自身の戦略を解決するのを助けることです.
ここにはたくさんありますが、新しいプレーヤーがゲームにアクセスするのに効果的に役立つ多くのリソースを見たことがありません.
一般的なヒント
これらは、プレイスルー全体で考慮すべき一般的なヒントです。順不同です。
敵を知る
このゲームは、敵の能力を明確にするというまともな仕事をしています。これまでに敵を見たことがない場合は、「コントロール」キーを使用してユニットカードを調べ、敵が持っているパッシブおよびアクティブ能力を確認してください.一部の敵ユニットは、戦略を劇的に変える興味深いパッシブを持っています。
耐性をチェックして、無効化またはステータス効果が浸透することを確認してください.貫通しない能力があっても決して驚かないでください。
ゲームの仕組みを知る
ゲーム内ジャーナルは、ほとんどの基本的なメカニズムを説明する適切な仕事をしています.これをよく理解して、自信のないステータス効果を確認することを恐れないでください。このガイドは、基礎を読む能力と忍耐力があることを前提としています。
アーマーは持っているほど価値が高くなります
防具について簡単に説明します。鎧の各ポイントは、あなたが受けるダメージのポイントを減らします。アーマー自体は、アーマー破壊値のパーセンテージに基づいて細断されます。
攻撃に 10% のアーマー ブレークがある場合、ダメージ数の 10% 未満でそれだけのアーマーが削除されます。 10% のアーマー ブレイクで 10 ポイントのダメージを与えると、アーマーが 1 つ失われます。
単一の鎧だけでは、それほど遠くまで行くことはできません。上記の例では、基本的に 1 HP の価値があり、1 回のダメージに対してのみ適用されます。
ただし、10 ポイントのアーマーはさらに先を行きます。上記の同じ攻撃は HP に 0 のダメージを与え、残りのアーマーは 9 になります。もう一度攻撃を受けると、HP が 1 減り、アーマーがさらに 1 ポイント失われます。
アーマーの量に応じて値が増加するため、アーマーの予想 HP 値を計算するのは困難です。
主なポイントは、アーマーが増えると、残りのアーマーがさらに多くのダメージを軽減するということです。私の目的のために、私は各アーマー ポイントをおよそ 10 HP 程度と評価しています。
この値は、合計アーマーが 10 を下回ると劇的に低下しますが、経験則としては適切です。
活力とHPがトラップをバフ
私の意見では、バイタリティと HP のブーストは少し罠になりがちです。 HP を再生する一部のビルドにはニッチな例外がありますが、一般的には、アーマー、ポジショニング、または無効化でダメージを軽減することを計画する必要があります。
したがって、活力と HP を厳密に強化するアイテム特性またはスキル ポイントは、代替手段よりも価値の低いトラップです。
You will see some skill points that increase HP or Vitality for 5% or 10%. On average, this provides an extra 3-5 HP per upgrade.
Vitality specifically is especially worthless. If you are taking vitality damage, something has gone exceptionally wrong. Additional vitality does not solve the problem that got you to that point to begin with. Better to invest in any other capability that mitigates damage or enhances your damage potential.
You will naturally receive an adequate pool of HP and Vitality from your base stats on equipment.
With that being said, I am sure there are creative ways to get use out of a higher HP pool – just make sure you know what you are getting from it.
Value Action Points
When evaluating items and skill points, look twice at any abilities or items that gives you action or movement points. Movement points are very valuable on most melee DPS classes, and less valuable on tanks and ranged units. You get significant capability increases with more action points.
Value Resistances
You will learn pretty early that enemies that have physical and mental resistances need to be treated with respect.
In the early parts of the campaign, your knights will not benefit much from resistances. However, in Act III and Act IV, any knight that is looking at taking damage should consider abilities or strategies that provide resistances. Enemies will appear more frequently with support abilities that you will desire to mitigate. Getting to 50% is a good target threshold.
Strategy Considerations
These are general tips to keep in mind when planning your turns and lineups.
Control the Distance
If you are not forced to pressure an enemy, you can very frequently set your positions just on the edge of the enemy’s attack range. When you hover over an enemy, the UI shows their entire move range and their range to move and attack. Positioning yourself in a way that allows the enemy to move into your range without attacking allows you to open with an alpha strike that can kill many of them before they can damage your squad.
Note that the enemies will decide whether to move into your Overwatch on their own. If they feel they can get advantage by charging into Overwatches, they will, if not, they will stop at the edge of your overwatch radius. It is frequently better to save AP for a larger turn instead of spending AP on Overwatches.
Enemy Ranged Units and Abilities
Controlling the Distance is more complicated with ranged units as the red range determines where they can fire their abilities from, not what will hit you. It is difficult to estimate the effective range of archers and mages and hard to mitigate their damage without obstruction. In general, you need to assume that most ranged units can hit you and either have a plan to mitigate or eliminate that damage.
Have a Damage Plan and a Mitigation Plan
Since there is no RNG in this game, you have a pretty good idea of what to expect in a turn. Use this to script the battle. What are the priority targets that need to be mitigated through disables or death? How can you get the most out of your damage output without exposing your more vulnerable units? If you answer both of those questions with a well-defined plan you can come through most fights with ALL of your Vitality, HP, and Armor intact.
Damage Mitigation Plans?
You control damage coming your way through armor, distance, disables, and death. Melee units can’t hit you if they can’t reach you that turn, units that are in range can’t effectively deal their damage if they have damage debuffs, AP debuffs, or are fully disabled through knock downs, stuns, or freezes.
Furthermore, as you’ll see below, you have some knights that are better at taking hits than others. If you are going to decide to take hits, plan which of your knights are taking the hits and making sure they are using their abilities to prevent it from hitting their primary life totals.
Finally – There is nothing quite as definitive as a dead enemy.
Focus Fire
This should be pretty straight forward, but an enemy with 1 HP is just as threatening as an enemy with full health. When you can choose, you should choose a dead enemy instead of 2 partially dead enemies.
Classes
I’ll be briefly introducing the classes and discussing some of their mechanics. Things you should be thinking about when selecting skills and their role on the field.
Note:That each Knight brings his own unique flavor to the role that may make it lean into hybrid roles. Be creative and take advantage of the unique aspects of knights that sometimes allow them to “multi-class.”
For example – Mordred is a Defender class that borrows elements from support and DPS roles to allow him to be the most versatile hero in the game.
Defender
This class produces the most straight forward damage mitigation in the game. The key to this class is maximizing the use of the “Block” from your shield facing. You can increase your block value in a variety of ways, but by default, the block value is a 30% damage reduction. This adds up pretty quickly on an already generous armor pool to allow you to soak a tremendous amount of damage that cannot be rivaled by another class.
Taunt
So long as the AI’s resistances are not too high, a good taunt will allow you to manipulate the AI into very poor positions. They will move through overwatches and recklessly take the best path to get to the taunting unit. Consider your positioning carefully when using this tool and it can single-handedly win you the fight.
Temporary Armor is Good
Temporary armor features are very helpful for guaranteeing sustainability through a mission. If you time a temp armor gain through Guard or Recover and take some hits, the armor loss you take comes from the temporary armor first. If you do this correctly you can mitigate some high damage and come out of the fight with your character’s primary armor value still intact.
Shield Charge
Shield charge doubles as a movement skill that allows you to not rely heavily on movement action points as well as a situational disable that allows you to fully, or partially, negate a turn from an enemy unit. The low AP cost and low cool down of this skill makes it extremely valuable. Using this wisely allows you to choose good locations you want to hold and is an excellent form of movement and damage mitigation.
Champion
Champions are a fairly sturdy frontliner that can deal good DPS when built properly. They usually have skills that offer good AOE options. However, especially in the late game, they will not stand up to focused pressure from multiple enemies. Their role, with some exceptions, is damage and they need proper support to do this role well.
Earth Shaker is Strong
This ability is one of the things that adds some much needed versatility to a melee class. The reach and multiple target potential from this ability should not be under-rated.
Cleave and Whirlwind
Be careful with how you position for abilities that require multiple adjacencies. If you do not set this up properly to kill the units in the same turn that you end up surrounded the damage that will be coming back your way can become overwhelming very quickly. Most Champions lack reliable escapes – once they are committed to a situation it typically ends with them or the enemies dying.
Vanguard
From what I experienced, Vanguards offer the highest damage potential of any of the available classes. They frequently have great mobility skills that aid them in this endeavor. The game encourages you to play either a backstab build or a trap build. I could not find a trap build/strategy that felt nearly as potent as the assassin build, but would love for someone to find it.
Vanguards are not as easy to play as Champions or Defenders. You need to plan your turns very carefully as a single turn of focus fire can result in this knight taking vitality damage.
Jump
Jump may be one of the most broken skills in the game IMO. It allows you to avoid all opportunity attacks and position yourself either defensively or aggressively. Look carefully at the potential for this skill and build your plans around taking advantage of it.
Comes to life in Act III and Act IV
You can get value out of Vanguards throughout the game, but their damage potential and mobility becomes explosive in the final acts of the game with skills like Quick Footed and Backstab.
Emphasis:Be Careful
The nature of fishing for backstabs can leave this character in very vulnerable positions. Make sure that you can stealth at the end of a turn in a place outside of the AI’s pathing if you plan to be playing behind enemy lines.
Be especially vigilant for enemies that have enhanced detection ranges.
Marksman
This class may look like a DPS class, but due to the features of their class they will typically do less damage than Champions or Vanguards, but have the ability to produce more debilitating effects and DOTs. They also have an easier time of pressuring low health high priority targets like enemy archers and mages. I personally found the effectiveness of Marksman to fall off in Act III and Act IV as more enemies will show up with ranged damage shields that absorb 3 hits before they can receive damage. It’s a lot of action points to work through a shield that can just be ignored by a melee character.
Why Support?
The poison, shock, and fire abilities that come with this class all come with additional debuffs on the target that helps protect your frontliners by reducing damage and action points from enemy units. Read their abilities carefully and decide how it works into your damage mitigation plan.
Is Overwatch useful?
There are some ways to get additional damage out of Overwatch that can make Overwatch ok, but I found that Overwatch spread damage across multiple units instead of focus firing targets. The most effective way to reduce the DPS coming at your squad is to focus fire units – Overwatch tends to divide damage across targets and not always focus the key priorities that need to die as quickly as possible.
With that being said, you can setup some situations to get value out of Overwatch, but I found myself very rarely using it. I was more likely to reserve AP for more burst damage in a follow-up turn rather than divide my DPS across targets.
Sage
The Sage class is the only real support class in the game. There are ways to get some capable damage out of them, but you should really focus on what they do best – which is mitigating damage and enhancing the performance of your other knights.
Inspire and Bless
A good turn that has Inspire and Bless to kick it off can permit your frontline to get a lot more reach out of their abilities than you would expect. Setting a good position, allowing the enemy to close the distance, and then infusing your team with a damage and AP bonus is an overwhelming advantage that can end most fights in the game in a single turn.
Aura of Protection
This ability does not look like much, but it provides valuable armor to your frontline. Remember – armor performs better with more armor. This can be critical to allowing a Champion be a bit more aggressive and your Defender always appreciates more armor.
Disables
Many sages comes with Freezing Attack and Ray of Light. These disables on key targets can help relieve pressure on your frontline or allow you to fully disable a key target that is uncomfortably threatening. Key timings on these abilities helps the team significantly.
Squishy
The sage has a lot of features to help it stay near the frontline, but no matter what I’ve found them to be squishier than their Champion cousins and as a result you need to be very careful with how you position these units. They want to be right behind the frontline, so a misstep or poor coverage from a tankier frontliner can get this unit into very dangerous positions. I also found that the AI archers really liked to focus this unit and it was not difficult for them to find angles to pressure them.
Arcanist
The damage potential from some of the Arcanists can be quite good. Mages frequently offer a good suite of options for disables or DPS that should not be slept on. They can be built in a variety of ways and I have found they have very diverse sets of skills. You could build a guide on each of these unique knights as I’ve found their skill sets to be the most varied in comparison to the other classes. I’ll do my best to make some general observations here.
Lean into their Elemental
The arcanists I played with typically favored an element of one kind or another. The debuffs that result from that allow you, and other members of your squad, to benefit. As an example, a fire Arcanist is obviously going to get a lot of burning synergy from other knights who benefit from fire. Marksman can commonly have perks against units on fire.
Alternatively, an Ice Arcanist is going to freeze or chill units, and your sages will commonly have damage bonus options against frozen or chilled units. Fitting an Arcanist with other knights that like what they are doing can get you more value out of their kit.
Hexes and Spells
The Arcanist class has a variety of Hexes and Support spells that have a lot of applications. In general, most of these produce the effects of damage mitigation. Slows prevent DPS from reaching your line allowing you to stagger enemies into you. Bleeds reduce damage output from the target, and Illusions offer other targets to distract enemies. Weaving these low cost AP abilities into your strategy allows the Arcanist to be a mid-tier DPS and mid-tier damage mitigation tool.