![]() ![]() Also Pouches which hold items can be given to pets for even more space and as of right now a Pouch can hold an item usually only Pochette can hold then the pet can hold the pouch as they technically arn't holding the item but the pouch with the item inside. If you get all bad pets think of them as glorified pouches, find the one with the least burden on your bag and which gives the biggest boon to your carry capacity. Retreating pets is Pochette's most useful power as it retreats all of them for one energy and is why pets who activate powers on drop like Vispie are far superior to pets which just don't do anything when summoned. This is because you'll actually be spending 2 energy on the pet, 1 to summon, it's energy to do w/e weapon you gave it, then 1 energy to retreat all pets. If you don't have a way to protect pets it's highly unrecommended to spend energy summoning them mid-late game unless they come out with their own starting energy. Also due to how Pochette levels I highly recommend against more than 1 2 slot pet since you'll be utilizing a lot of 2 space/1 space items and little to no armor due to limited space.Īs for pet choices my opinions are, pets which come out with activate abilities immediately are far superior to ones who generate energy each turn unless you have the whistle to protect them behind Pochette the only exception is the 0 cost pet which generates energy each turn. Unless I draw Vespie or the zero energy cost pet I usually utilize the ones with better bag spaces than abilities, the whole nuisance of the character atm is deciding if you want an ability from the pet or just to use them as a larger pouch. The key to making Pochette work is all about how you micromanage your inventory, you can only have 3 pets out max and in most cases you'll only utilize two of them in combat, the others will be backup pets or very situational. ![]() As it stands now if a pet dies your just losing that bag and might as well restart the run. Personally I think they should remove the revive/heal mechanic of pets and let them refresh or at the very least axe the revive bit and have them heal 1 health at the end of each combat. Pochette is a lot of fun but definitely is dependent on if she get's the whistle or not which lets all her summons end up behind her. ![]() But right now the game is on a difficulty level that is far beyond a couple of months ago - which makes it lose the reason why I liked it in the first place. I had little problems with it before, I had the choice to either prepare my backpack accordingly or give myself enough healing to brute-force it. The mechanic itself is not fun, but since this might be 100% my own personal taste I just leave it at that. I don't get the reason why there are super-mobs who follow me around - I remember reading the curse mechanic was to be revamped, instead now going crypt feels like a single ongoing curse spam - at the point of the game where you 'start' building your backpack. One could think 'Hey, I have the choice of playing one in the first turn, right?', well, if you manage the first round without any critters you will manage the following rounds too considering, as stated, the first round is the most important. It was always fun to play a round when I had either off time or wanted to play something while watching youtube videos in the background.īesides the fact that Pochette is just unfun to play, mostly because the first round in the game is the most important one and I don't want to waste it on summoning bad critters with buffs who become semi-obsolete mid to late-game besides 1 or 2 exceptions, the ridiculous damage and spam of curses just force me to try-hard the time I am investing in that game. I've roughly 300 hours clocked in on the steam version of backpack hero, and roughly another 100 on the browser version.
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