Yes, I still sound sick. It is because I am still sick. Subscribing fuels my path to recovery :) Alright. Two quick corrections since I did get some things wrong. Skill slots apparently do not have their own separate skill deck. I think playing Discard IDs for so long has skewed my perception of skill rotations. But it was still wrong, my apologies for that. ALSO for some reason, EGO passive only activates same turn if you have corroded entirely, and not via overclocking. I view this as a bug more than anything, but it is how it is. Missing these things is my bad, sorry to cause further confusion when the game is already so confusing. You’ll be given 300 lunacy as compensation uhhhh sometime :)
"At 45 Sanity you have 95% chance of hitting heads." But then the game is like "Nuh Uh" and proceeds to make you roll Tails on Rip Space all 5 times it clashes.
Fun fact. I did not know how to fully play the game until 4-48. GODDAMN 4-48. That boss single-handedly taught me how to play Limbus Company. Before then I went went unga-bunga and picked higher skills, win-rate, all that jazz.
Something you forgot to mention about overclocking is that it only removes the indiscriminate property when you have an extra amount of the required sin resources, attempting to use it with anything less will maintain the indiscriminate targeting and is just corroding without reaching max insanity.
To be completely honest. I forgot this mechanic existed until I was editing the video, mostly cause I don’t Overclock all that often. But yes, this is important to know that you CAN go into the negatives of EGO Resources by overclocking.
@@scruffles3838 Yeah, basically if you want a safe overclock, the sin resource cost for the EGO is multiplied by, if I'm not mistaken, 1.5x. If you try to use it while only having the standard amount, the overclock retains the friendly fire. Pretty much mind whip but without the fishy reindeer.
started limbus about 3 weeks ago and just hit 4-48 a couple days ago. Got stuck for about 10 tries before deciding to look up some guides. In that one day I learned about: 1. Support Units 2. EGO threadspinning 3. Overclocking EGO I literally had no clue that you could do any of those things lmao
crazy how people can play a game for 9+ months and not even know how to play it until watching a youtube video explaining it for 20 minutes straight I'm people, thank you!!
You really raise a great point about how the tutorial REALLY hypes up Sin Resonance like it's the main gameplay mechanic, and it makes a huge difference, when in reality it's only something you play around _sometimes_ and often ignore. I think that may be because they were originally planning for Resonance to have a much greater impact on the strength of Skills in early development, but ended up reducing it later on in order to add some more complexity to the game than just "match the colors." But that's just a theory as to how exactly this happened.
It is a pretty big thing but you need a team to benefit from it. Not just randomly pieced strong ID. A lot of gifts activate at A resonance as well as strong passives.
Sign of Roses is designed to rely on their roses for the means of attack and support heal, it would make sense that their Offense Level would be that low. And Sloth Peccatulum is... lore accurate for sure.
Ah Project Moon, your games are so great and your tutorial's so lackluster. It's really a specialty of theirs at this point. Here's hoping this can make the transition for newer players a lot easier
I'm 30 missions into the 4th canto and before this video I literally had no idea how much damage any of my skills were doing or how to tell. I just memorized whichever skills seemed the most effective whenever hitting enemies and spam those
just finished canto 3 and this video is extremely helpful - genuinely had no idea what was going on so i was either just matching higher numbers or straight up auto battling like a moron 😭
I've played for over 200 hours and just now learn what Offense Level does. No wonder why my clashing power is higher than I expect. Definitely my favorite Limbussy's content creator.
@@alkr7720i understand it like this (correct me if im wrong): -you roll coins -head=good; tails=bad -base clash power gets higher everytime head and stay same everytime tails -when rolling coins done higher number wins -lose one coin everytime you fail clash To sum it up: more coins=better; losing 1 clash=basically guranteed lost for the clashes after
Esgoo with the based Limbus content we don't deserve but desperately need. Hope you get well soon and that we'll all enjoy Canto 5 coming up next week!
Even though I have been playing since launch I still occasionally read/watch guides on how to play. Partially because I might have missed something, and partially because It's always useful to have a guide on hand for the inevitable barrage of newcomers who don't have a clue what they are doing, and I have to watch it to know if it's worth recommending.
And tip for defense skill. If the same part of an abnormality targets the same ally. You can use dodge, and pray to god that you flip head and dodge all incoming attacks. And pay attention to the speed. Because I remember using dodge on higher-speed parts of an abnormality, and the Don just dodges all attacks that are lower than her speed (targeting at her) from other abnormality parts as well. I don't know if I remember correctly, though. Because dodging attacks is the most important thing when trying to go beyond Cycle 5 for fun.
Adding on to this, Dodge skills are reused if the die is not destroyed. In essence, it is possible to dodge every enemy attack with one dodge skill, as is seen in many ‘Solo’ runs.
It's probably something they brought from Ruina since it's a similar mechanic. Dodge in Ruina never goes away until an attack goes through it, so dodge builds tend to use dodge dice on high speed actions. In Limbus, dodge also remains to be there so it makes sense to put it at a high speed enemy skill so it has the highest chance to dodge most if not all enemy attacks. For example, a speed 5 dodge skill can dodge incoming attacks of speed 4 or lower. This is why most EGO-minimalized solo runs have identities with dodge.
"...and not just be terribly confused, up to the end of Canto 3, like I was." Started playing a couple weeks ago and just started the chicken war, I didn't know even half of the videos content, thank you so much!
_"This is where you can check the speed, by checking the speed you can used the speed to make sure what you can use the speed when the opponent speed number and your speed number speed speed lower to a number speed"_ Is what it felt like I was reading the tutorial
I do think one thing PM’s games tend to forget to do is to make the early game encounters part of the learning experience. Sure beating up some weak ass enemies might make you feel good but imagine if early fights did have a unit in wave 2/3 that had decent clashing power so you had to use defensive options or have an EGO ready? Even if you could win against them with the win rate button, having even a single slightly stronger enemy in the last wave of each fight would encourage some amount of team build consideration for EGOs or to be able tank through that one enemy a little better with resistances. Anyone playing on release might remember the Aida fight being their first pop quiz building for the right damage types, having the right resources for multiple sinners’ EGOs, and knowing how clashing worked in general since her multi coin skill would often obliterate your 1 coin skill that showed up as “favored”. People don’t learn from reading a textbook. They learn by being presented with a problem, solving it, and getting that Aha feeling that sticks around.
Oh damn, so I have started playing somewhere in the middle of season 2 and I have managed to beat the railway. I had a poor understanding about so many mechanics here, like offense/defense levels, how resonance increases damage, how attack weight works and that it starts with the nearest enemy. Thank you for sharing this knowledge.
"Each Skill Slot has its own Skill Deck" This is incorrect, and I'm not really sure why so many people think it's the case. Every skill slot draws from the same deck, and once every skill's been drawn, it refills. For a simple way to prove it: if you check the skills of whoever gets the first extra skill slot, you'll eventually see their second slot have two S3s on turn 2 (one in the 'next turn' row), which wouldn't be possible unless every slot shared the same deck.
PM's games all seem to have this "opening phase" where you have no idea whats going on and youre just blindly going through the content till something hard enough comes along to make you stop, figure out whats actually going on an learn your first lessons about what you should be doing. coming to this game immediately after beating ruina didnt stop me from also just playing with my eyes glazed over till like 3-10. bleh p.s. thank you for actually teaching me how gaining sanity even happens in the first place. doing line 2 without that information was incredibly fun -_-
I feel like a very important mechanic you overlooked when it comes to EGO overclocking is "Proper" and "Improper" overclocking. Overclocking EGOs cost 1.5x the amount of every single sin resource the EGO originally costs, and trying to overclock an EGO when you have the base sin cost but not 1.5x the sin cost will result in an incomplete overclock. You can immediately tell the difference by the overclock symbol on the EGO - Proper overclock will have what looks like Dante's face, with the colour being more orange. Improper overclocks will be completely red instead, and have a red exclamation mark instead of the face. Improper overclocks do NOT remove the indiscriminate tag - it forces the full corroded EGO out of the sinner. It also causes a sin "deficit", causing you to go into the negatives for whatever sin resource you didn't have enough of for the overclock. Be careful about this - I have launched Ebony Stem at myself before, and it made me lose a winning fight. **Edit: Changed proper overclock description. I forgot it looked like Dante's face, not the front of the bus.
Yay the second coming of Vishnya for Limbus company. I also needed a whole 20 min tutorial to understand the LOR emotion level mechanic but this Limbus Company tutorial is great.
More people need to watch this video. For a past few months I been seeing a rise in people saying that clashing isn’t that important when giving advice to new players. This I feel lead to the rise of new players struggles during 4-48 and specifically 5-30 as they don’t understand clashing as a mechanic.
Hoping for more in depth clashing mechanic/battle tutorial, especially for abnormality battles. Because... It's often times not just about clash every enemy skill there is, and limbus doesnt explain this at all. I played Library of Ruina so I get the gist of it for limbus, but for people who didn't might won't find this tutorial anywhere in the game.
I think i will need to put this video on slow motion, too many things explained at the same time as having text on the screen. Thanks for this, the game's tutorial was so bad!
This is generally the best way to do it, if you could only choose one. Uptying IDs makes them stronger at every point in the game, and often significantly improves clashing and damage. Like ESGOO mentioned, base EGO is automatically uptied as you progress through the game, and in basically anything but the hardest content, and EGO clash is a free win with decent sanity, it isn't often that you need more than that
ESGOO didn’t mention it here but for me the main reason to threadspin (upgrade) EGO is to get their passives that are activated for the rest of battle after using them once Edit: Nevermind he did mention it quickly at the end, must have zoned out lol
@@GA7273....uh yeah? At threadspin 2, Ego gives the character that used it a passive for the rest of the battle. A good example would be Don Quixote's base ego giving her the ability to *heal every time she hits a bleeding enemy* or how the Walpurgisnacht gave Meursault the most unga Ego passive ever seen (-1 base power, but +2 coin power, combine that with 3+ coin skills and watch as your enemies crumble)
this is exactly what i needed honestly, i tried to give limbus a try last year but the "tutorial" fight (after you get your shins kicked in and dante rewinds time) shoved so many textwalls in my face one after the other for new mechanics that i genuinely left with a headache and a feeling that i was simply too stupid for the game due to the amount of numbers it was asking me to keep track of
Great video esgoo, I feel like your point about PM having terrible tutorials is very true I didnt know how ego resources/activating passives worked at all until like canto 3.5, i thought it was like this games version of light lmao
up until 4th Canto, I was doing monkey strat "bash all "Dominating" and "Favored", and hit evasives if its under "Neutral" ". Now I FINALLY UNDERSTAND WHAT I'M DOING
Excellent tutorial. I'd have added maybe a passage about the difference or Res / Owned for passives, as you've talked about resonance. Though it might be unnecessary complicated for new players, and they won't have any good passive to activate anyway.
Had been playing Limbus Company a few months and there are still something I can learn from this video Man why did I waste my time in the past doing calculations, retrying a level again and again, when I can just use overclock!!! It’ll make life easier!!! Thank you for this video 👍👍👍👍😊
Excellent video, it's nice to see that at long last, there's actually a digestible way to understand the core mechanics of the game. It's really baffling that there's so much that the game doesn't even bother to explain to you, and while "technically" it might be obvious to see and understand, such as using EGO below 0 sanity having a % chance to corrode, that's really only the case once you know about it in the first place. On one of your last points, this is just a rough guess, but I'd imagine the difference between skill power, attack power, and base power is going to be more important in the future when we start getting really gimmicky abnormality fights. The example that come to mind where it would matter are some kind of buff-wiping or power-negating effect in a battle. As far as I can tell, there is not a single EGO or skill in the game that has Attack Power up as an innate part of the skill itself, it's always applied as a buff given to that Sinner, however, Skill, Base, and Final Power up are innate parts of the ability, not a buff visible on the list of status effects. That would mean in a fight where the enemy has some sort of "The target of this skill/All Sinners are not influenced by buffs this round", Attack Power effects would be entirely negated whereas the other three effects wouldn't, since they aren't "buffs" that stack up on the status effect list, they are innate parts of the skills/EGO used that directly alter the power level. For Base power vs skill/final power, there isn't really a use for it as a direct power up buff, but since Meursalt's Regret has the whole "This unit's skill loses 1 base power and gains 2 coin power" passive, it may be a sign we will be seeing more base power modifiers in the future. Like, maybe there will be some EGO or ID that has a skill where "Under X condition, remove half of this skill's coin power and add that amount to this skill's base power", which would allow the skill to be a normal skill, but under the right circumstances it becomes far more reliable since landing tails wouldn't be nearly as dangerous. Something like that could even be the way to "save" single coin ID's like base Ishmael or GOutis, making them more reliable and less likely to get destroyed because they failed a clash on that 5% tails odds. I normally would say that it's probably just PM being rather messy with their early terminology, since the vast majority of newer IDs rely on either coin power or final power, and I think it's only Heathcliff's Telepole and Ryoushu's 4th Match Flame that even have Skill Power as it's own standalone effect. But even then I can't help but wonder. Ryoushu's 4th Flame has skill power as part of it's skill, but final power as part of it's passive, and the Star Luminary encounter in the Mirror of Mirrors has one possible outcome give +2 final power for the next fight, while another possible outcome gives +1 skill power instead. Having both skill power and final power up in the same Ego/Encounter not once but twice makes me suspect that PM has some weird, extremely specific and niche interaction in mind where the two will have some kind of a difference, and they are just exploring some ideas before they release it. And this is entirely speculation, I genuinely have no idea if I'm just way overthinking things here, but if Final Power works by being literally the final influence on power for a skill, it would have the niche ability to over-write certain other effects. Like, against Fairy Gentleman's Tipsy debuff which reduces power by up to 5, if you have a skill with a base of 2, and gain +2 skill, base, or attack power up, you'd end up with a final clash power of 0 since 4-5=0. But if Final power is genuinely the last influence on a skill, having +2 final power would mean you still have 2 power for that skill, as it's lowered to 0, then raised by 2. Of course, in that exact example, it would be nearly impossible to actually run into a situation where +3/4 final power would make or break a clash. But perhaps we'll run into the Scarecrow Searching for Wisdom again, or some abberation of it, as it's gimmick was a 4 dice page that could only roll 1s, but if it clashed against anything other than a unique page it's other attacks gives, it gained 4 power making it really hard to clash against. Maybe we'll see something like that but reversed, an Abno that sets your power to 1 and clashes with a 2 power skill, and so you'd need to take advantage of final power effects to win the clash.
5:35 unfortunately, i come bearing news to say that this is untrue. your skill slots do not use different Skill Decks. All skill slots share the same deck cycle, you can easily check this by just looking at 7 total generated skills turn 2 after the first character gets their first extra skill slot. it will always be the full suite and 1 outlier between the two slots. There's this complicated pattern i haven't looked at for months that explains the order the skills are generated in, if i remember correctly it generates the full column of the new skill slot before dolling out skills to the other slots from the right side going left? I refused to believe it, but it's how it works and you never look at skill slots the same way after you learn this cursed knowledge.
I am inspired by your videos about Limbus Company, especially this one. Do you mind me to write a Guide of Limbus Company Combat part, based on your video? I will post it on NGA, which is a Chinese gaming community like reddit? I guarantee that the entire process is not profitable, sinceI hope more new players can have better game experience. Thank you.
[11:00] Small correction here that I think I should point out: Despite the game claiming you only gain SP when enemies of a higher level die, or only lose SP if an ally of a higher level dies, I believe all of these conditions that are related to the Identity's level actually trigger when a unit of EQUAL OR HIGHER level dies! So, if you kill an enemy of the same level, you still gain 10 SP.
I have a friend who struggled in 4-48 even though they had mostly pretty meta IDs but yet they just didn't manage to beat that stage and I had to teach them how things work to get past it. This really shows how the tutorial doesn't teach you a lot and I myself also had to get taught on some things too. But this video should definitely help them understand how most things work so thanks for it.
i have absolutely no idea how i figured almost everything out by myself before canto 3, but i really appreciate nice montage, pretty voice and structured information. for me its nice thing opportunity to refresh my memory, but if i will ever need to teach someone "how to limbus", i will definitely use this video. also, isnt overclocking with lesser than 1,5 times resources it needs still makes corrosion indiscriminate?
I feel like Limbus Company is just a mega dumbed down version of Library of Ruina, and that's made it impossible for me to enjoy anywhere near as much as it's predecessor. I kind of wish they just went for something entirely different like they did with their past two titles rather than giving us this mega washed down version of Library for sake of having a gacha title. I was so hyped for Limbus, but outside of lore and appreciation of the animations the game offers the gameplay is miles from competing with Library.
You're doing the Lord's work, sir! I thought it was just me and the game was just waiting to tell me stuff that it was seemingly ignoring, but the stuff it told me just glossed over so much. It's like, here are the 3 sentences about clashing. And I'm looking at the HUD like, where the hell are all these numbers coming from then. I assumed it would eventually give me a graphic with a key/legend, but by that point, I didn't want to advance into the game with so much of the mechanics being some arcane mystery. Thank you.
I was in the tutorial and literally couldnt find what stage they wanted me to do next, all stages were locked for dome reason and im here like "do you want me to play or not?"
I just got into this game because I'm on the tail end of Library of Ruina. And while I didn't understand a lot of the nuances of the combat, this definitely helped with understanding them a lot better. Now If I could figure out the venues and get a 5th non starter class/ID for someone that'd be nice lol.
Hmm, yes, completely understand. (1:40 at night only watching this because of Otis and remembering I bought Library of Runia despite disliking card games)
I’m pretty sure for sanity they only increase by 20% at max so you always have a 30% chance to miss at 45 sanity. Forgot where I read this but it at least feels correct
I literally just see if the text are yellow so that mean its good and red text mean its bad so i block it. Then the game slap me in the face during Canto 3 like damn.
I'm still confused at the attack order. If many ennemies are at speed 1 with multiple slots, which one goes first? Which one should I clash my evade with? Does the sinner's speed influence that decision? If I have another sinner who is using an EGO, why does it sometimes go first even if its speed number is lower?
If many ennemies are at speed 1 with multiple slots, which one goes first (The fastest sinner go clash first if all enemy slot are same speed), which one should I clash my evade with (Clash with highest speed slot if all have same speed clash the first enemy right slot), Does the sinner's speed influence that decision (yes, one with fasest one alway clash first, enemy can also be faster sinner than enemy gona clash first or one-side attck with the slowest ally), If I have another sinner who is using an EGO, why does it sometimes go first even if its speed number is lower (enemy faster than your sinner, so they gona clash first with slowest one) Example: Sinner speed is 6, 4, 2 and enemy speed 7, 4, 3. Than the enemy (7 speed) gona clash with sinner (2 speed) first, than sinner (6 speed) gona clash with enemy (3 speed), and 2 last one clash with each other.
Thank you so much? I want to think it's probably for me but its probably a coincidence, I appreciate the efforts anyways!!! Now I can rewatch every single video in your channel while understanding how bad your team actually was
This is very cool, thank you. I just wanted to understand the combat UI, so I'd be able to tell what's happening during combat and how to even make decisions lol. Off to watch the better(er) version now.
i picked up limbus company recently and tried hard understanding the gameplay, this guide was everything i really needed and explains so many things. Thank you so much !!!
I cleared all the content currently in the game and even beat MDH multiple times and I didn't know even half of the content in this video! Now I feel so dumb 😭