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Limbus Company - Stage 2-18 (Pre-nerf) 

Accel Plays Games Bad
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EDIT: Stage has since been nerfed, do not pay attention to this
Using only 1* identities plus 3* Yi Sang since they gave him away for free at the start.
The first time I did this stage I had 3 3* identities so I kind of blasted through it, but it seems that this stage was giving folks a lot of trouble and I wanted to see for myself what's up.
For this I used only 1* identities and the free 3* that they gave out for the pre-registration event. Unfortunately, I can't remember if the 1* identities get their full uptie at the end of chapter 1 or 2 so this might not be perfectly replicable. Most players getting to this point probably have a good handful of 2* identities they can swap in though so it's probably fine. I used Yi Sang, Rodian, Sinclair, Ryoshu, and Outis, mostly for their attack types, and more importantly for their EGO elements and coin profiles.
This stage punishes low base single coin skills extremely hard (these skills would have to win 4 consecutive rolls to do damage), which eliminates Don Quixote, Gregor, and Ishmael right off the bat. You want to emphasize characters that have high bases and high coin counts rather than high variance (sinclair has very high coin counts and outis has respectable bases).
As for the difficulty, I kind of get it, but also I don't. Using 1* identities means that you can absolutely get RNG screwed in the early game, and losing a unit before the final wave is probably a guaranteed loss with a budget comp. I won't say that it doesn't happen, but it doesn't seem to be the foregone conclusion that people claim it is. If your first 3 turns are complete garbage then you might need to start over (this was my third try on this). Once you get to turn 4 though you should have enough momentum for a pretty consistent clear.
There are some really important considerations here:
- Ideally you walk into the final wave with 10 actions. You can achieve this easily by killing 3 enemies in the first wave and then just spamming defensive skills
- Save EGOs for the final wave and open with as many of them as you can. Landing staggers turn 1 will ensure that you're not playing on the back foot and trying to make up an unfavorable turn economy.
- Burn your bad skills during free turns. 1* identities not named Outis run 3 copies of a pretty bad 1 coin skill, and those will clog up your hand if you sit on them. On turns where actions are free, burn your bad ones.
- Allowing a 4 coin attack to go uncontested is a death sentence. Use defensive skills as needed.
- You know in advance which clashes are probably going to lose. Prioritize playing EGOs in those slots.
- Clash coins with more coins. Chucking a 3+7 one coin against a 4 coin base 4 is terrible odds.
Running 1* identities will definitely put you at the mercy of RNG to a certain extent and there will be unwinnable situations. Even upgrading to 2* identities should bridge a lot of the power gap and make wins a lot more consistent as long as you bring the right characters and budget properly.

Игры

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26 фев 2023

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Комментарии : 3   
@Ivandsi
@Ivandsi Год назад
Funny enough, the best way to go through this stage is by having the Basic Identities since they all have Tier 2 by default and have an easier time getting the E.G.O. Resources to use their E.G.O. but I'm really glad they fix it
@purboyoananda
@purboyoananda Год назад
Good news is that they finally rebalance the whole fight today by removing 2 goon in wave 3 and adjusting their purple dice so it deal less damage now.
@johnjoshuaborela2399
@johnjoshuaborela2399 Год назад
Already done with this shit. That pendejo guy sure hits like a truck lol and the minion's SP passive, thought I wasn't gonna make it.
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