tabstorm wrote:Swamp is easier than the other 3 Lair branches. Shoals is much harder than the other 3 and is often harder than Vaults:1-4. If anything, Shoals should be toned down and Swamp made a little tougher. Spider has been made considerably tougher than it used to be thanks to entropy weavers and nerfs to player rPois.
I understand there is some validity in this, but... it's really not that simple. For instance, an invis stabber can pretty much take the Shoals. There's one type of caster that can see invis, who's relatively easy to take out with silence, wands, whatever. On the other hand, swamp is actually dangerous for (say) a low-HP no rPois invis stabber. Between things like Thorn Hunters and ravens seeing invis, swamp dragon and drake breaths blanketing you invis or not, and the clouds which typically show up in the end... it can get rough.
It's really hard to say that one of those branches is easier or harder, because it depends on resistances, loot, and tools. I've heard Snake can be quite deadly if you lack rElec now. There's actually good variety between them.
Consider the closest two, swamp and spider. For both of them you'd really like rPois. But that's where the comparison ends. Swamp you want flying. Your tactics are primarily tab (well, with pulling where possible of course) as a fighter, since there's very little useful terrain (unless you're a merfolk ofc.) As a spell caster you have limited pulling since most everything can take a straighter route to you, but it's still the key. Pull them away from the gray, dispatch them. Spider on the other hand has a lot of 'disengage' threats. If poisoned, you want to heal. If entropy weaver, go back and repair. If orb spider (damn I love their design) back up if there's no cover. Try to use cover if there is cover. Watch cover disintegrate.
Tactics are different, and so different characters have an easier time with each.