I love this kind of video! I was hard stuck on act 2 and stopped playing for a long time. But then I found your videos and I was able to beat act 2 after watching a couple of your runs.
hey BB! one question, how did you know that the Sprawl would be your only available 2nd region? i’m loving the YT exclusive content by the way, you’re so good at explaining your strategy, and you helped me finish the game! on to the Infernal flames for me now!
Great idea! Was thinking about the exact same thing while watching your last runs. Here and there i would have loved some more detailed explanation from time to time. I understand it must be hard after doing so many runs and almost going on autopilot after god knows how many hours :D Would definitely love to see more like this. Love your vids in general. All the best!
Somebody here won't understand, but here goes . . . Listening to you "Over-explain" a "run" is helping me understand how to "Over-explain" the last compelled math class my students will take.
Was a good video, would like to watch more educational runs. It also gives you alot of things to talk about when recording without Twitch chat in the background :)
This is what I enjoy, this is what I enjoy, this is what I enjoy, this is what I enjoy, this is what I enjoy, this is what I enjoy, this is what I enjoy, this is what I enjoy, this is what I enjoy!
It’s safe to say they will get rid of alchemists stun resist when it gets reworked, just like with the other paths losing the +stats,-stats. I actually have ideas for the reworks of all of PDs paths. For me I found alchemist and physician the most straightforward in reworking, whereas surgeon was the most interesting one to think up a rework for. Infact my idea for the surgeon rework is to make it a frontline bleeding path. My idea for surgeon is really fun, I hope RedHook aims for something similar to what I drew up. It’s pretty creative.
Sure, be warned it’s long. First one is surgeon: Roll text changed to: A powerful frontline bleeder with dot cleansing and applying combos to further empower her bleeds. Removed +hp and +healing given. Noxious Blast: removed -res piercing, removed +res piercing from combo, change launch ranks from 4 3 2 to 2 1, blight damage removed, applies combo, applies -10% bleed res (3 turns), 2-3 damage and 5% crit. Noxious Blast+: same as default skill, applies combo, applies -20% bleed res (3 turns), 3-4 damage and 10% crit. Incision: damage returned to wanderer levels, launch ranks changed from 3 2 1 to 2 1, bleed dealt increased from 3 to 4 (3 turns), removed +res piercing on combo, +2 bleed dealt on combo, crit increased from 10% to 15%. Incision+: same as default skill, bleed dealt increased from 4 to 5 (3 turns), +1 bleed duration and +2 bleed dealt on combo, crit increased from 15% to 20%. Battlefield medicine: launch ranks changed from 4 3 to 2, replaced heal with regen, replaced use limit with cooldown 3, targets the party, requires dot, +2 regen (3 turns) per dot type removed. Battlefield medicine+: same as default skill, cooldown 3, +4 regen (3 turns) per dot type removed. Plague grenade: removed -res piercing, changed dot type to bleed, changed launch ranks from 4 3 to 1, changed target ranks from 3-4 to 1-2, 2 bleed dealt, apply combo (25%) 1-2 damage, 5% crit and move back 1. Plague grenade+: same as default skill, 3 bleed dealt, apply combo (33%), 2-3 damage, 5% crit and move back 1. Emboldening vapors: changed to self buff, cooldown 2, forward 2, +30% bleed res piercing (3 turns), +30% move res (3 turns), 2 dodge. Emboldening vapors+: same as default skill, cooldown 2, +50% bleed res piercing (3 turns), +70% move res (3 turns), 2 dodge, 1 dodge+, gain when missed = 1 dodge (50%), 1 dodge+ (15%) (3 rounds). Indiscriminate science: replaced heal with regen, cooldown 3, launch ranks changed from 4 3 2 to 2, targets the party, requires positive token, +1 regen (3 turns) per positive token, remove positive tokens. Indiscriminate science+: same as default skill, cooldown 3, requires positive token or negative token, +1 regen (3 turns) per negative token, remove negative tokens, if combo= +10% debuff res per weak, vuln, blind token removed, +30% stun res when daze and stun tokens are removed. Cause of death: cooldown 2, deals 50% of remaining bleed damage on target as damage, remove bleed unless target has combo, reapply combo (50%). Cause of death+: cooldown 2, deals 100% of remaining bleed damage on target as damage, remove bleed unless target has combo, reapply combo.
I hope they don't go nuts. Too many reworks are gimmicks and not something good like the HWM. Now it's mainly just wanderer for MAA and jester if you want it to function like it normally did. SO I do not trust reworks. And surgeon is fine. Stabs and the better healer is fine. The debuff one needs work however
@@OhNoTheFaceyour talking about physician, I have ideas for that one too. I’ll share it. Here’s my physician rework which more or less just makes it better than it is right now. I just added to it and also made her attacks not deal awful dot damage. Changed roll text to: A support utility roll that sacrifices some of its blight and bleed potency for buffs, debuffs and easier access to stun abilities. Noxious blast: blight dealt increased from 2 to 3 (3 turns), apply 2 weak tokens, +30% blight and debuff res piercing on combo, damage reduced to 2-2 with 5% crit. Noxious blast+: blight dealt 4 (3 turns), apply 2 weak tokens, apply 2 vulnerable tokens, +30% blight and debuff res piercing on combo, damage reduced to 3-3, increase crit from 5 to 15%. Incision: bleed dealt increased from 1 to 2 (3 turns), apply daze token, +30% bleed and stun res piercing on combo, damage reduced to 3-4 with 10% crit. Incision+: bleed dealt increased from 2 to 3, apply stun token, +30% bleed and stun res piercing on combo, damage reduced to 4-5, crit increased from 15% to 20%. Ounce of prevention: cooldown 3, +15% bleed, blight, burn, stress and disease res (3 turns), apply 2 dodge tokens. Ounce of prevention+: cooldown 2, +25% bleed, blight, burn and stress res, +30% disease res (3 turns), apply 3 dodge tokens, when missed= apply 1 dodge+ token (33%) (3 turns). Plague grenade: blight dealt increased from 1 to 2 (3 turns), apply 1 vulnerable token, apply 1 blind token (25%), +30% debuff res piercing on combo, damaged reduced to 1-1, crit increased from 5% to 10%. Plague grenade+: blight dealt increased from 2 to 3 (3 turns), apply 2 vulnerable tokens, apply 1 blind token (50%) or 2 blind tokens (25%), +30% debuff res piercing on combo, damage reduced to 2-2, crit increased from 5% to 20%. Emboldening vapors: cooldown 1, apply 2 strength tokens, apply 1 block token. Emboldening vapors+: cooldown 0, apply 2 strength tokens, apply 1 block+ token, apply 1 crit token (15%), apply speed token, self: apply 1 dodge+ token. Disorienting blast: removed +res piercing, shuffle, apply daze token, apply 1 vulnerable token, apply 1 weak token (25%), +30% debuff and stun res piercing on combo, crit 5%. Disorienting blast+: same as default skill, shuffle, apply daze token, apply 2 vulnerable tokens, apply weak token (33%), +30% debuff-stun res piercing and apply stun token on combo, crit 10%.