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  • Anticlimax Boss: The Child is The Heavy of the game, and defeating/redeeming him in order to rob the Big Bad Suffering of his mortal vessel is one of your primary goals from the very beginning. Upon actually confronting him, though, you'll find he's surprisingly easy. His attacks are powerful and far-reaching, and his teleportation is at least somewhat inconvenient, but he's got no armour (so all of your attacks deal full damage without having to wear him down), and he's got few, weak, and predictable Out Of Turn Interactions while you will almost certainly have lots, letting you dictate the pace of the battle and shut him down whenever he tries anything. It's not that hard to go through the whole fight without him landing a single hit.
  • Awesome Music: The main menu music is a hauntingly beautiful orchestral rock piece that sets the tone for much of the game. Special mention also goes to the boss themes of the Surgeon and the Child, which progress into Autobots, Rock Out!.
  • Demonic Spiders: While the game does not have much enemies - some of them are noticeably more dangerous than others:
    • Infected/Infested are both annoying and dangerous by virtue of being the only enemy that can act right after spawning. While it's mainly a support unit it'll make your life so much harder by putting armor on any other enemy, healing them and reducing your armor. Pretty much the only thing working in your favor is it's small movement range.
    • Hunters/Reapers - the first heavy-hitting enemy you'll be introduced to and you'll have to dread. After it's long delay it's first action turn will cause it to reach it's movement limit, leap right into your units (and this can overcome obstacles), strike for massive damage and deploy a delayed attack around it. The upgraded version (Reaper) will also use a reflex attack that will strike any Daughter trying to move out of it's mellee range essentially locking down the area around it.
    • Corrupted Daughters, although it's a given - Since they posses the exact same skills as your own Daughters, complete with massive movement range, powerful attacks and buffs. Only their long turn delay can give you hope of killing them before they can act or at least setting up an interrupt to minimize their damage.
  • Difficulty Spike: While not a total pushover, for a party that has killed the first Boss, the 2nd Act and boss are not much harder, keeping most of the same enemies and introducing a handful of new enemy types that are not much more difficult and only have a couple show up each Synapse anyway. The third Act, however, sees every single enemy upgraded to their evolved form with a minimum of 2x boost in HP and significantly higher damage along with new skills, and additionally introduces Corrupted Daughters, who are completely capable of single handedly wiping out a party that isn't prepared for their particular abilities. It's not uncommon for a player to spend a few gamedays repeating the first Act before killing the first boss, 1 shotting the 2nd Act and boss, and immediately losing on the first Synapse of Act 3.
  • Game-Breaker: By themselves, Soulslingers are not overpowered in a team that's balanced- sure they have good interrupts and ranged attacks, but they lack health and on average do less damage than a normal daughter. This changes if you have a full team of them. With Shadow-cast, they get an attack that triggers whenever a target is damaged- but it also triggers off other shadow casts. Likewise, they have interrupting shot, and while it's cast from hitpoints, it still far less damage than you would normally take from the average hit...and trigger shadowcast. The net result it that if the entire team uses shadowcast, you can hit a boss about four times for every action while using interrupting shot to avoid retaliation and damage it again! between this and their buffing abilities, it is no surprise that a common strat for bosses is to just bring 3-4 Soulslingers and have them gun the boss to death on it's own turn. If you get them to 15th level, they can each use an action to buff their damage by 100%, for a total of quadtruple or QUINTUPLE damage, and then even the final boss is dead in the water!
    • The Blademaster version of the skill - Menacing Stance - is even more deadly, striking for a lot more damage and yes it triggers on Shadowcasts too. The only downsides is the fact you unlock it at level 10 and it only strikes in the area around the Blademaster but if you manage to set it up properly, you can dish out ludicrous amounts of damage.
    • Ironically, enemy Painslingers become just as disproportionally lethal if there're many of them. If there are at least two Painslingers who follow each other in the initiative order, they can start a Cycle of Hurting when one Painslinger sets up her delayed attack, ending her turn, while the other buffs the first one's initiative and sets up her own delayed attack. With the buff, the first Painslinger may resolve her delayed attack and have her turn before the second one resolves her attack - and she will also buff the second Painslinger's initiative and set up her own attack. Keeping up this cycle - buffing up each others' initiatives and setting up delayed attacks - can allow Painslingers to inflict multiple turns worth of pain in a very short amount of time and focus fire one of your Daughters to bring her to death door from full health and potentially kill her with no way for you to stop it.
  • Goddamned Bats: Some enemies are there just to annoy you and take off the attention off more powerful threats on the field:
    • Scavengers/Ravagers are weak, fast and act 30 time units after their turn ends - much faster than your own unbuffed units. Although they can be mostly finished with one or two attacks, their large movement range means you have to deal with them quickly otherwise they'll shred your Daughters and clog up routes. The upgraded Ravager version even sets up a reaction that allows it to strike with increased damage when a Daughter is hit next to it, potentially making them lethal if they manage to swarm a Daughter.
    • Worms aren't very dangerous on their own but they can move to anywhere on the map and deploy their large area-of-effect delayed attack, forcing you to either move your units or deal with them before the attack hits.
    • Larvas/Maggots love to park themselves in remote corners of the map and using their attack to root your Daughter in place. The attack itself hits later than the rooting effect ends but it can potentially prevent you from escaping more dangerous enemies. Additionally, they can stack armor on themselves and root Daughters that strike them in melee. In a rare circumstance when there's more than one Maggot targeting the same daughter they can essentially permanently immobilise their target with their constant rooting.
  • Moral Event Horizon: The Deacon turns out to be an evil far worse than even the various Eldritch Abominations you fight when it's revealed that he locked the Maid in with The Child, knowing full well that she'd contract the plague from him and die, all because the Maid had shown The Child kindness. The fact that it's the tipping point that leads to The Child accepting Suffering's power makes it even worse.


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