Slay the Spire

Slay the Spire

The Bladedancer: Reforged
23 条留言
Timewinder 6 月 21 日 下午 6:10 
the hat obscures recall button :( (in rest sites)
Timewinder 6 月 21 日 下午 6:06 
also in card rewards the upper card display of stance version is obscured the choose a card baner
Timewinder 6 月 21 日 下午 5:57 
Also if card does the same thing in both stances you could just show one card with Half green Half blue Frame
Timewinder 6 月 21 日 下午 5:55 
Btw i see you use WoW warrior Ability on parry and yasuo on strikes (immidatly happy couse i like those icons)
Timewinder 6 月 21 日 下午 5:54 
Is there a way to disable Card in diffrend stance mechanic it looks very distracting :( (the cards showned while you hover over them)
Lord⁧⁧Au Jus Demon 2 月 7 日 下午 7:06 
So you remove the blade mechanic
No Toast ( °□°) ︵ 2023 年 12 月 10 日 下午 12:14 
On an unrelated note, having a status effect called "Bleeding" and a condition called "Bloodied" is unintuitive. You'd think that anything that's Bleeding would become Bloodied, but no, that's a completely unrelated condition.

A lot of the powers, like "gain energy when you trigger Bloodied," are extremely expensive for their benefit. The upgrade making it Innate actually makes it worse, since Turn 1 is the time you're most likely to not have any enemies at low health, further delaying the potential value.
No Toast ( °□°) ︵ 2023 年 12 月 10 日 下午 12:14 
Fun, but the way the lightning/wind versions of each card are displayed are unintuitive at a glance. Tying the mechanics to either the stance or the card might help - for instance, make Wind Stance say "whenever you play a card, gain 1 Wind Charge," and then something like Wind Blade says "If you are in Wind Stance, deal 8 damage again" or whatever.

The starting deck doesn't have any access to either stance, which further exacerbates the issue - you don't have any reason to know how the stances work in the first place.
'tis but a phase, hon 2023 年 11 月 14 日 下午 1:50 
Bleeding is way too powerfull for sure; big dmg that is all too easy to stack up; especially Deadly Dance, since you combine massive aoe DoT dmg with a block
'tis but a phase, hon 2023 年 11 月 14 日 下午 1:47 
Relentless feels bad overall and its upgrade doesn't make much sense.
As for balance, Bladedancer feels rather OP-but I've just started to climb ascensions, so I'll see how it goes further up
jonnyblade38 2023 年 10 月 26 日 上午 9:15 
The original was my favorite mod, lets see how this one plays
小呆呆 2023 年 8 月 20 日 下午 9:46 
没中文汉化可惜了
Sagil 2023 年 7 月 27 日 下午 7:41 
Great mod. I noticed one bug though where High Voltage+ only retains the first round but is discarded at end of turn afterwards.
AwesomeMinded 2023 年 5 月 12 日 上午 1:14 
So the original mod and this one is incompatible with The Animator mod. Is there anything you can do about that?
'tis but a phase, hon 2023 年 4 月 16 日 上午 11:33 
woah, thank you for this, now it's one of the very best characters.
skylertheasended 2023 年 4 月 12 日 下午 5:21 
i loved the old mod im realy exided to play this
Zu 2023 年 4 月 11 日 上午 9:17 
So I have more confidence in stance swapping now, but it hinged on getting early reversals and the 2 fist skills. Remember those cards that are baseline undertuned but reward you for being in a specific stance? It would help if they entered the stance they need if the wrong stance is active.

Otherwise that run really exemplified that dancer's amulet should be 6 or even 7.
!Art Thou 2023 年 4 月 9 日 下午 3:22 
Very fun, although it is also very confusing at first, though there doesn't appear to be a more accessible way to easily show the mechanics at play. One thing I will note is that the balance feels quite off, with a lot of big 0 energy attacks and many, many infinite combos involving combo energy cards.
Rattus  [作者] 2023 年 4 月 8 日 下午 4:39 
@Jonah Baal it's always nice to see fans of the original! I think this update finally gives it justice.
Rattus  [作者] 2023 年 4 月 8 日 下午 4:38 
@Zu glad you like the mod, and thank you for your feedback! I plan on updating for some time, so stay tuned.
(Gk) Erasels 2023 年 4 月 8 日 上午 6:12 
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Jonah Baal 2023 年 4 月 7 日 上午 1:04 
A rework of my favorite character mod? Yes please! I flew through my first run before I realized that the ascension carried over, he felt very good to play.
Zu 2023 年 4 月 6 日 下午 8:05 
Ngl, I barely remember what the prequel felt like, but the first impression is better this time. In the first place, it definitely helps that combo and fury are tied to the character itself now, so you have an actual starter relic, although it likely needs a nerf since it's twice as good as the uncommon ink bottle.

Balance in general is fine but a tad off. Swapping stances doesn't seem worth it until the second power is in play, and combo/fury are in this awkward spot where their thresholds are rather high for act 1 but relatively low for act 3. Sadly I don't have a more elegant solution than a second starter that makes both scale inversely with the current act.

Art could be easier to recognize at a glance. Probably just needs clearer outlines and greater use of distinguishable colors. Other mod authors get satisfying results from ai generated art.

Most importantly though, it's always nice to see a mod author from the early days make content again.