Astrea: Six-Sided Oracles

Astrea: Six-Sided Oracles

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Balancing?
Am I crazy or is the balancing in this game feel really weird?

1. A lot of die have powers that boost other die by a lot, or sacrifice die for a small bonus, so you should probably always be boosting if possible.
2. A lot of risky die actually seem to have no bonuses, like boosting enemy doom by 50? Wouldn't that just wipe my entire team when they attack?
3. Seemingly no ways to remove enemy buffs.
4. Lots of ways to buff the enemy.
5. Really low life, resulting in games where you can easily have your entire team wiped even if at full health and shielded.
5. Few ways to meaningfully counter enemy attacks, resulting in me mostly ignoring their dice rolls.
6. Only my own HP bar Really matters, since it's so small..
7. Lots of abilities that pollute your die pool, making drawn out games a death sentence.
8. Seemingly innocuous die that actually deal lots of damage.
9. The fact that enemies can shove 20+ die into your deck that boost each other, so it's like 10 die that each deal 20 damage, or heal the enemy, is insane balancing, with no meaningful counter-play.
11. No way to retreat from a mission if you realize you can't win and want to forfeit your potential winnings.
12. Prices so high that you can only really invest in a few things. Sentinels for example, leveling those up is extremely expensive.
13. Lots of the reward items you receive have debuffs that will most likely get you killed.
14. Risky die tend to really hurt you and don't encourage more risk taking, while safer die tend to reward safer gameplay, which seems strange.
15. Most die can't deal nearly enough damage to kill the enemy on later levels, so you seemingly need to boost your die immensely, which means most of the time you're playing defense and biding your time, which doesn't feel good.
16. Light shields wear off after a single turn..

etc..

I reviewed the balancing with a few friends to see if I was crazy, and they said it looked like really bad balancing, and they wouldn't play this game.

It's strange because it doesn't seem like an outright hopeless situation, but it seems like it needs a serious overhaul to the numbers.. Regular die need to have a lot more damage potential, risky dice need to be more rewarding, and the player in general needs to be tankier so they can afford to take more risks.
最后由 Furry Eskimo 编辑于; 4 月 4 日 上午 7:16
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Nixmachine 4 月 4 日 上午 7:41 
Imagine being this wrong about the game. Couldn't be me :Moonie:
Furry Eskimo 4 月 4 日 上午 7:47 
引用自 Nixmachine
Imagine being this wrong about the game. Couldn't be me :Moonie:
Then explain what I've gotten wrong. Is there some major gameplay mechanic I've misunderstood or overlooked? I played for a few hours, did a few runs, and I can sense potential here, but I don't know how to counter some of these enemies, so they steamroll me.
Nixmachine 4 月 4 日 上午 8:11 
From what I've learned by playing the game:

1. Ideally, you want to make it so that you are at 1 health after the enemy attacks you. This way, you don't lose your heart + you can use all of your virtues on your turn. Don't try to overheal your character. Also, you can use the same virtue multiple times on your turn if you use the virtue > heal yourself > take damage so that the virtue is unlocked. This is useful when you need to use a specific virtue (Example: Rerolling Dice) or if you overcorrupt the enemy / the enemy retaliates (Example: Thorns)

2. Risky Dice are dangerous but have higher values / have powerful sides that you can't find in safe or balanced die. This is why Risky Dice seem polarized compared to others because a lot of them are unusable in decks that do not follow the keyword the die has. For example, the Risky Die you wrote for the example 2 is for Moonie's Manipulate build, which changes the enemy's die from corruption to purification (Though I have to admit, that Risky Die sucks.) Risky Dice usually become the core for your deck if you forge the said risky die (remove bad sides + duplicate it at a forge). Safe Dice are there for keeping the deck rolling but less useful in the long run since they don't scale well.

3. Harder enemies in this game are usually DPS checks + bloating your deck with hex dice, so I do get why you don't like them making the run unfun. Basically avoid elites if you don't have a good deck, and make it so that your dice scale better / have good survivability / ways to deal with hex dice (reroll / discard / help with sentinels) if your deck is centered around a keyword.

4. Only Black Hole blessings (that you get from defeating the boss) will have negative downsides. They are basically the "1 more energy" relics from slay the spire, since they provide a strong upside but a strong downside. Obviously, if you can't play around them, you shouldn't pick it up


In the end, what you need to do to win is what every deckbuilding roguelike throws at the player: "Build a strong deck that has good scaling. Turtle up only if your win condition is focused on surviving long enough. Learn more about the game as you play" :Cellarius:
Furry Eskimo 4 月 4 日 上午 8:20 
Thanks, I appreciate that detailed explanation.
As for switching the enemy attacks from corruption to purity, is that unlocked at a higher level? I don't think I saw anything like that. I was hoping to find some abilities that would remove doom and other buildup effects, but haven't found any.

Ultimately I'm not afraid to admit this game may not be for me, but I can tell lots of people enjoy it, and that's totally okay. I think I may prefer the style found in Epic battle fantasy, which has some similar mechanics, but in a style I find less random. This game reminds me of those mechanics, crossed with Binding of Isaac, to some degree.
Nixmachine 4 月 4 日 上午 8:36 
There aren't really dice that remove enemy buffs. There are some ways to prevent them (using a dice that prevents debuffs on the enemy / using Light Shield on enemies to prevent corrupting themselves) but they are mostly there to check your deck strength (so you can't infinitely stall).

The switching enemy corruption die might be an unlockable for Moonie. It's been a long time since I levelled up the characters so I forgot. It's on a Risky / Epic Die exclusive to Moonie though, so finding it is kinda rare.

And yeah, I understand the game not working out for you. Hell, even ppl who play deckbuilding roguelikes will have their favorite and have one of those games that go "nah I don't like the game mechanisms" :rana_gs:
Furry Eskimo 4 月 4 日 上午 9:44 
Wait, does doom cause me to take more damage, or just deal more corruption damage, and the idea would be to use a bunch of high powered corruption cards, then change them to purity in my hand?
Nixmachine 4 月 4 日 上午 9:55 
Doom increases the amount of corruption value, so if you stack doom and convert them, you could turn them into high purification numbers. However, if you have no way to convert, you would take more damage than usual because you can't use doom to your advantage
Furry Eskimo 4 月 4 日 下午 12:13 
引用自 Nixmachine
Doom increases the amount of corruption value, so if you stack doom and convert them, you could turn them into high purification numbers. However, if you have no way to convert, you would take more damage than usual because you can't use doom to your advantage
Oh, so it changes how much damage you take too, orrrr?
Nixmachine 4 月 4 日 下午 12:23 
Technically it doesn't. It changes the number on your dice, not directly applying a debuff
thateclipse 4 月 5 日 上午 1:48 
Here we go!

1. A lot of die have powers that boost other die by a lot, or sacrifice die for a small bonus, so you should probably always be boosting if possible.

Synergy is a big part of this game.

2. A lot of risky die actually seem to have no bonuses, like boosting enemy doom by 50? Wouldn't that just wipe my entire team when they attack?

Risky die are high risk high reward. Yes you can boost enemy doom to 50 but what if they use a dice that doesn't use that doom?

3. Seemingly no ways to remove enemy buffs.

You're supposed to work around them. Which ranges from mildly annoying to a sudden craving for crab legs with butter.

4. Lots of ways to buff the enemy.

Depends on what you consider a buff. You can use Light Shield on an enemy so they don't take corruption, for one.

5. Really low life, resulting in games where you can easily have your entire team wiped even if at full health and shielded.

Sometimes it's a matter of finishing a battle before an enemy can outscale you. Other times it's a matter of having proper mitigation (like rerolling enemy die so they do something else). Still other times it's the nature of a dice game.

5. Few ways to meaningfully counter enemy attacks, resulting in me mostly ignoring their dice rolls.

Countering how? I'm a little lost.

6. Only my own HP bar Really matters, since it's so small..

Pay attention to your sentinels. They can be emergency corruption dumps in a pinch. Never mind the other things they can do while active.

7. Lots of abilities that pollute your die pool, making drawn out games a death sentence.

Keep your dice pool small and this isn't as much of a problem. Broken Shrines are a huge help.

8. Seemingly innocuous die that actually deal lots of damage.

Such as?

9. The fact that enemies can shove 20+ die into your deck that boost each other, so it's like 10 die that each deal 20 damage, or heal the enemy, is insane balancing, with no meaningful counter-play.

Moonie hex dice build is the direct counter. Or grab the blessing that destroys every second hex dice played. Orion/Cellarius can discard dice, while Hevelius has no problems using them on his sentinels. Austra can dodge whatever's aimed at her, leaving Sothis, who should be blowing up enemies faster than they can ruin your dice pool.

11. No way to retreat from a mission if you realize you can't win and want to forfeit your potential winnings.

Save scumming exists if you absolutely do not want to lose. Or just take the L and remember what happened.

12. Prices so high that you can only really invest in a few things. Sentinels for example, leveling those up is extremely expensive.

Never pass up a free sentinel. They level up as your sentinels level.

13. Lots of the reward items you receive have debuffs that will most likely get you killed.

Black Hole Blessings do that. Choose them wisely.

14. Risky die tend to really hurt you and don't encourage more risk taking, while safer die tend to reward safer gameplay, which seems strange.

It's heavily build-dependent. Doom Moonie can take risky dice with high numbers and convert them to deal a lot of damage as one example.

15. Most die can't deal nearly enough damage to kill the enemy on later levels, so you seemingly need to boost your die immensely, which means most of the time you're playing defense and biding your time, which doesn't feel good.

Once again, build-dependent. Moonie can reach some pretty ridiculous numbers with a doom build, but my damage record is held by Sothis.

16. Light shields wear off after a single turn..

You may want to consider Hevelius if you have him unlocked. He can refresh his shields every turn and has access to Barrier, which outright negates the next corruption hit. One of his builds is shield-based and is pretty effective if the dice pool cooperates.

I'm not sure how much you've unlocked but there's a lot of ways to take enemies out. No one way is "right", due to the various gimmicks each enemy has. I'd love to offer more advice but I'm not sure what you've tried so far.
So no one is saying this game have too strong Dice-drawing dices and Rerolling dices so you can beat the late-game bosses in the first turn very easily?
Well I have just made a Mod for the overpowered dices. Though I still feel it is too easy to win even with it.
最后由 ネット・イメージ 编辑于; 7 月 22 日 上午 8:59
Furry Eskimo 7 月 22 日 下午 7:47 
Might as well provide an update while I'm here.

I played for a few more hours, but the RNG was really starting to annoy me, and I could tell I wasn't enjoying the game the way others might, so I decided to quit. If you like the game, great, but it's not the type of experience I enjoy.
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