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If you speak to the players going for crown completion on discord - savagery is the hardest - you are correct.
I don't like the feeling of getting stat checked. It feels overly simplistic. But I also kind of like that it clearly stands out from the other two. It's a lot like Donu and Deca in StS. No fancy mechanics, just big numbers you have to deal with quickly.
+1
Well put. There is a reason why hitting things really hard is a technique that still works reliably for humans after millions of years of evolution and millennia of knowledge and technology. Everyone loves weaving or unweaving an intricate web of fancy mechanics, but sometimes you just have to be able to deal with a boss hitting you really hard in the face.
I think you can hide the whole floor and it won't get damaged (The tomb that gives stealth 2 on death saves your other units if I recall correctly).
But you aren't wrong, I used to think Corruption used to be the worst, not so much, Savagery is the worst offender for sure.
Sadly, in this game you no longer lose melee weakness if you have damage shield, it still stays, which makes this countermeasure temporary unless you can apply insane amounts.
I also think it's sometimes a bit of a slap in the face when you get your starting cards and you go 'woah that's some very cool synergy' and then you look at what bosses you face and they just completely counter it.
100% with you there. Dominion is the version I have the easiest time beating, but it always feels like a chore. In general, I find the Seraph fight, all versions, to be by far the least interesting part of the game. I just look at the version when the run starts, preemptively throw 2/3rds of the possible builds in the trash, and continue from there without thinking any further about it. There is no meaningful choice or consideration once you have memorised what works and what doesn't against each version. It's mindless rote learning.
The problem with that approach is that the amount of builds that can deal with all three versions is much much smaller than 1/3 of the total viable builds. It's fine if you as a player still have fun playing that way, but it shouldn't come as a surprise that others would prefer to access a broader range of options. Ironically, the final boss isn't even remotely as restrictive to player expression as the Seraph fight. A ton of different, and really quirky, builds can eke out a victory there, but it is gated behind a fight that won't allow anything original to pass.
My problem isn't with balance. It is with the lazy design of hard counters in enemy design needlessly restricting creativity and exploration.
I'm forced to just use the same tech , it gets boring vs Savagery