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Architect Penumbra: Umbra has so many ways to increase space that a path that just throws a ton of space on a floor is regularly wasted. The champion otherwise is so low impact that it's not worth the opportunity cost in most runs. Having the champion actually do something on a floor still getting some space to fit units who benefit from what it's doing makes it compelling and opens cross-clan synergy that Umbra generally lacks right now.
Superfood/Stalwart Primordium: You're actually absolutely right about this one. Superfood at rank 3 is too much and with feedback from you and others I'll be dialing it back some. Superfood gaining buffet stacks is important design, though, because you have to have time to draw into your status cards to play before it is fully eaten. Stalwart Snack is also wholly ineffective in core outside of extreme circumstances, and while I agree that pure HP isn't a particularly compelling replacement, I have a plan to further improve and incentivize the path for the next version.
Shardtail Queen Imp Parade: In base MT, rank 3 floods your hand with Imps you can't play to fill a floor that achieves little. Payout to just 1 rank is also minimal with a Queen's Impling. It's clear from the design and developer discussions on Discord that the intent is an "army of imps on a floor", so that's what I made in a fashion that is competitive with other paths.
I mentioned this already on Reddit, but without going so radical as a full redesign, I'm curious if there is a way to slightly modify him in order to create build diversity. IMO, it would be nice if the paths were modified so that there is one clear "Glass Cannon Carry", one "Hybrid Carry/Tank" and one "Tank".
My proposal would then be as follows: Reaper is a "Glass Cannon" Carry, Wrathful as a "Hybrid Carry/Tank" and Brawler as the "Tank".
Here would be my setup
Base Stats - 2 Capacity, 5 Damage, 10 Health
Brawler - Requires buffs or enemy placement manipulation in order to get slay triggers, but has super high base armor, making battering ram and reinforce much stronger with this build.
Rank 1 - +5 Damage; Armor 10. Slay: Gain Armor 10
Rank 2 - +15 Damage; Armor 20. Slay: Gain Armor 15
Rank 3 - +35 Damage; Armor 40. Slay: Gain Armor 25
Reaper - Same as base with a minor HP buff. Easiest to scale damage and slightly more durable than base Reaper.
Rank 1 - +20 Damage; Slay: +10 Damage
Rank 2 - +45 Damage; Slay: +20 Damage
Rank 3 - +95 Damage; Slay: +40 Damage
Wrathful - Much riskier as a frontline tank due to the lack of innate sustain. Also works best with "self-damaging" spells which fits the "Wrathful" design. Decent flex for Reaper / Brawler.
Rank 1 - +5 Health; Multistrike 1; Revenge: Gain 2 Rage
Rank 2 - +10 Health; Multistrike 1; Revenge: Gain 3 Rage
Rank 3 - +20 Health; Multistrike 2; Revenge: Gain 5 Rage
I think in practice you'd find that the numbers on the paths you've proposed might not be high enough. At floor 7-8 and with only 40 base damage, getting a Slay trigger on your Brawler would be extremely difficult. Similarly, the Wrathful path would just die outright to any single floor without a lot of support since it can't sustain itself. That said, numbers are fairly easy to tweak once you have the implementation down!