![]() ![]() Likewise, some enemy abilities aren't easy to understand, even though Loop Hero contains tooltips. Particularly for the Necromancer, I had to guess whether +4.3 "skeleton level" was as valuable as +24 percent "summon quality." Did buffing my own attack speed also make my skeletons hit faster? Unclear. One knock against all the loot management is that, like its mysterious card effects, Loop Hero doesn't explain the relative value of every combat stat. It's fun and effective in practice, a hyper-distillation of action RPGs like Diablo: would you rather have 25 percent more attack speed or 15 defense? Then, seconds later: here's some new boots with high evasion-but is that better than improving my critical hit chance? The inventory is permanently fixed to the screen, and as you kill monsters, new gear of differing rarity pops into your inventory for consideration. The other side of Loop Hero's spare interactivity is swapping out pieces of gear, an almost constant task of swapping out helmets, shields, and enchanted pikes. Make it too easy, and you'll probably fail to kill the boss or earn enough resources to make the trip worthwhile: wood, food, and mysterious orbs you need to build and upgrade new structures back at camp, the persistent layer of Loop Hero. Make it too hard, and you'll get pummeled. Loop Hero becomes a game about tending a vicious circle, a gauntlet that perpetually regrows deadly shit that scales up in level each time you complete a loop. Each run becomes a small experiment: what if I drop a bunch of spider cocoons and sand dunes, which lower all creatures' HP? What will river cards do if I intersect them with the road itself? Can my Warrior survive two adjacent tiles filled with giant sandworms? You do not decide where to move or what to attack you can only build the level itself and hope that the machine you're piecing together is good enough to give you enough XP, resources, and gear to make you strong but not kill you outright. ![]() What Loop Hero adds to the "fight, die, repeat" formula of roguelikes is this indirect action. You could use an Oblivion card to buff the grove but then, you didn't destroy that annoying kobold camp or whatever.The essence of Loop Hero is being smart about how you populate its blank board with threats. It is not bad but I prefer not getting hit and the Oblivion card always has a ton of uses. It instantly kills enemies that are below 20% hit points instead of the usual 15% hit points.Īnd it will attack you from time to time, dealing damage that scales with the loop level. ![]() If you destroy the connecting wood tile with an Oblivion card, the blood grove becomes angry and transforms into a hungry grove. If it's good, place your deck on the table and spawn the boss. A strategy could be placing a few of them right before the campfire for example to get higher level loot just before ending a loop. The cool thing though is that it tends to drop awesome loot that is 1-2 levels higher than the current loop level. He hits hard and reflects damage, so not dying and reflecting damage = bad news for high attack speed characters. This monster is represented by a large, red icon on the map and is pretty hard especially on higher difficulties where he gets an ability that prevents him from dying for a few seconds. I tend to have my hardest battles right by the camp to receive the watchtowers support and the blood grove is a pretty nice addition to make those fights a bit easier. On the left side, it covers the difficult village battles with a vampire nearby, those that have a ton of ghouls. For example in this screenshot, the blood grove on the right side is on a u-turn and covers 7 different tiles. I like to place blood groves near my most difficult battle areas and in areas where they cover a lot of tiles.
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