Often a solution exists amongst many successful strategies, but sometimes the only path to victory for a singleton may be through a solution, e.g. After a few rounds, you can see that not only is this a good tactical configuration, it is indeed a solution, because your victory is inevitable. force you to spend all your AP healing every turn, unless you run totally out of energy), and you can do great damage to the pit crawler. It having no ranged attack, it can't damage you the larva does trivial damage (trivial means that no bad luck on your part could allow it to kill you or otherwise thwart your victory, e.g. An example of a solution to the battle with the Pit Crawler itself, however, is to stand with one of the larvae between you and the pit crawler on the 1-cell wide ledge. There are many winning strategies for this battle, and many more losing ones. The reason that this is important in a singleton game is that most battles last a long time, and any bad random thing that can happen, will probably happen.Ī concrete example: consider the Pit Crawler battle in the Drake Pillars area. What is a solution to a battle? A solution is a tactical configuration (or series of configurations) in which victory is assured independent of randomness. My theory is that you should not try to win battles, you should try to solve them. Mainly the difference is enemy HP, right? Doing a singleton in A5 has started to make me think of the game as a game rather than a simulation of reality, and the battles more like chess problems than real-life combat. Well, i realize it isn't quite as hard as torment, but I think quite a bit of the strategies for specific battles I've developed on Hard are applicable to torment.
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