3 Jawaban2025-08-26 23:32:15
I get way too excited talking about 'Limbus Company', so here's the long, messy, useful version from someone who grinds runs and experiments with weird comps on a weeknight.
First rule I follow: upgrade the skills that actually change how a Sinner plays, not just the flat damage numbers. That usually means the “big” active—the one that has an extra effect at higher tiers (more hits, AoE conversion, status application, cooldown cut). Upgrading those often multiplies the whole kit’s value because they enable combos or clear waves. After that, I focus on whatever lets the unit reliably do their job: cooldown reductions, SP cost improvements, or effects that let them chain into the rest of the team (e.g., stun/slow/debuff that keeps enemies from interrupting your nuker).
Second, role context matters. If I’m building a door-clearer for Expedition, I funnel upgrades into AoE conversions and status spreaders (burn/bleed/frag) so one cast wrecks a group. For boss or long fights I prioritize sustain and SP management—things that restore SP, grant invuln/defense, or restore HP over time—because a single surviving turn matters more than raw burst. For PvP-ish encounters, I hunt down talents that give turn manipulation or hard crowd control. I also value upgrades that change target patterns (single → multi, front → random) because a targeting tweak can flip a Sinner from niche to meta.
Finally, be pragmatic about resources. I don't scatter upgrades across my roster. I pick 5–6 core Sinners and fully invest so I can actually feel the difference in runs. If a passive or talent provides consistent uptime (like constant crit boost or flat EGO multiplier), it's worth boosting early. If an upgrade only helps when certain RNG lines up, I leave it until late. My little rule-of-thumb: prioritize meaningful gameplay shifts (new proc, extra hit, target change), then QoL (cooldowns/SP), then raw numbers. Try experimenting with one upgrade at a time so you see the tangible change; I learned that the hard way after wasting mats on a neat-looking effect that never triggered in my comp.