Slay the Spire

Slay the Spire

The Hunter
38 条留言
󰀰白令󰀰 4 月 29 日 下午 11:54 
I like this MOD very much, but there is no Chinese version. I really hope you can make a Chinese translation. Thank you.
Raphioli 4 月 10 日 下午 12:49 
Very cool idea, amazing art. Thank you.
Xals 2 月 9 日 上午 7:31 
Hey! Very nice mod! Attune and command are interesting mechanics. I think forrage and swift are a bit OP, forrage basically heals you at no energy cost and swift+3 is GOD. The aestethics are cool too. Good job and thanks!
Teradul 1 月 21 日 下午 6:43 
3 - IDK if it is a deliberate choice, but this mod has very few exhaust cards. Sometimes you want an exhaust card to give a deck a bit more Umph without diluting its strategy, and there are no good choices for that on the Hunter. Cards that I think could exhaust and the tweaks to make them a bit more impactful as a tradeoff:
Payback could be 0 mana;
Hunters mark could be less effective, but not be removed at round end;
Branching Path could be 0 mana and upgrade to not ehaust;
Ravenous Rush could deal more damage, especially unapgraded;
Teradul 1 月 21 日 下午 6:33 
Finally got my first win on A20! I just so happened to hit A20 when I feel like the mod got to the best point it is in comparison to the other characters. But after a month and a half I have a couple of notes, still, and I hope I'm not overstepping here.
1 - Magic Quiver is a bit too hit or miss, now. And I know it was changd based on previous feedback I gave, but I think it probably could be in a middle place between the old and the new, where it shuffles cards back into your deck but only draws arrows, so it'd work better with Bone Arrow and Pack Hunt.
2 - Growing Spores always feels like too much effort for a card. It wants to be upgraded before you start using it and it will demand a remove after a couple of uses, and that just feels kinda bad. Maybe it can ask for some hoops to jump through mid fight (like only being playable if you gathered it or only after you consumed some berries, idk) without taxing the out of game actions of the deck which feel more limited.
Banunkie 1 月 1 日 上午 4:12 
I would like to play this mode but the cards are so hard to read cause of the light text on the light background
HantaFanta  [作者] 2024 年 12 月 25 日 下午 2:51 
@Teradul @Cyndriarr Bugs should be fixed
Cyndriarr 2024 年 12 月 22 日 下午 9:33 
Bug Found: As One does not trigger the on guard effect of Spirit Veil.

On a separate note, I think I broke the hunter code...Turn 1 Boss kill, with 651 Block
Teradul 2024 年 12 月 20 日 上午 9:39 
Hey, I noticed a bug: When fighting Slime Boss, the Attuned effect of Piercing Arrow didn't hit all enemies (a smaller spike slime was hit but the other one wasn't, while the bigger Acid Slime was) Haven't seen it in other encounters yet
HantaFanta  [作者] 2024 年 12 月 15 日 下午 9:10 
@society desu Thanks! Also it grants the bonus energy and draw every turn rather than once a combat.
society desu 2024 年 12 月 15 日 上午 5:42 
Btw, the deck is amazing. Congratulations
society desu 2024 年 12 月 15 日 上午 5:41 
What does the upgraded starting Relic do? It reads the same as the original
HantaFanta  [作者] 2024 年 12 月 14 日 下午 3:49 
@Teradul the card Skinning Knife is a must have in gather decks, and it can be incredibly powerful. Ill look into the grand harvest Hmm
Teradul 2024 年 12 月 14 日 上午 7:38 
This is very much not intended: Grand Harvest+ isn't making an additional Berry.
Teradul 2024 年 12 月 14 日 上午 7:33 
Yeah, I can see that being a cool deck. But it probably wouldn't be as consistent or powerful as a single Brace on that deck. It isn't as easy to find incidental discard (or top deck placing, which is easier) here, and when the reward is at best 3 block per rotation it never feels like a valuable piece, I guess? I still take the card often, regardless, it's just that it is never because of the block, it's just a strike+, basically. And maybe that's enough for it to be.
HantaFanta  [作者] 2024 年 12 月 13 日 下午 9:36 
@Teradul Nope, not intended to scale with dex. But I recommend giving it a try in a gather build where you draw lots then discard em.
Teradul 2024 年 12 月 13 日 下午 8:56 
Update on Bone Arrow: I just realized it doesn't scale with DEX. I don't know if that's how it was intended to work, like Rage, or if it is a bug, but the fact that it is such a small amount of block and you never can pump it makes it feel like a sub-par option in all fronts. I don't know a thing about modding, so idk if it can scale with DEX easily or if you can change its contidions so that it can give a bit more block, but the fact that itsn't a viable defensive option even though it frames itself that way is probably why it always feels kinda meh, to me.
Teradul 2024 年 12 月 12 日 上午 9:56 
Fifth: All archetypes now feel more their own. New Magic Quiver works amazing as a Whistling Arrow build-around, and so does the Obsidian Arrowhead (I would like it if it wasn't a shop relic, as those do tend to be less specific and the Hunter alreaddy has one, but I did get exactly what I wanted). Life gain now feels more of a legitimate strategy with Lifebloom more accessable and more interesting payoffs at rare. There are still things here and there I could and would love to bounce off of you if you want to, but this is already quit a fun mod and I am very thankful that my insights were taken into account!
Teradul 2024 年 12 月 12 日 上午 9:49 
Third: The Runic Strike Upgrade was the thing that tipped me off for this update! It does feel much better now, which is good for a basic card you always have access to! The attuned effects also getting upgraded is also a very welcome change!

Fourth: I really like the idea of Life Shield, and it does seem like quite the improvement on Soul Link. New Nature's Blessing is awesome, and really going for longevity on Foret's curse makes sense for it as an option, now. I also like that Commune and Lifebond swapped rarities, makes the whole thing more cohesive, but can I ask why are Onslaught and Serenity different rarities? (I just feel like they work as pair, and wanted to know why separate them?)
Teradul 2024 年 12 月 12 日 上午 9:39 
Hello! I'm here to give feedback on the changes:

First: Lovely to see more Attuned cards, and also made some one-off cards feel more in line with design ideas, like Whip Crack. Runic cone is now much clearer in what it does and it is quite powerful, and now I can undderstand why I'm not getting the extra effects since attunement is being consumed in the first copy. Makes sense!

Second: The changes to Attune are all great! Removing the changes that weren't obvious not only improves clarity, but it also makes so ending the turn attuned a much better choice, which wasn't something I expected, but surely a welcomed side effect!
HantaFanta  [作者] 2024 年 12 月 8 日 下午 6:54 
@Teradul thanks for the feedback! I will take this into consideration for when I publish this mod's next update
Teradul 2024 年 12 月 8 日 上午 8:41 
(6/6)Another half-archetype that ends up just falling back on either command or attune is the Arrow package. It seems SO MUCH like they are some kind of package deal that would work well with each other. but aside from a couple multi-hits with Hunter's Mark, there's nothing there, really. Magic Quiver can be good with Whistling Arrow and Bone Arrow (a card I wanna like, but it just feels bad), I guess, It feels like it needs a single card that cares about arrows, specifically, and a more cohesive theme to be a satisfying deck. Also, Arrow Volley compares badly to both Skewer and Whirlwind, imo, but I don't know how I'd change it, and it perhaps becomes better with something caring about arrows, generally.

I do mean all of this as constructive criticism, because I do enjoy how the mod plays overall, but turns out I had a lot to say... I really love the art and how it fits in perfectly with the aesthetic of the game, and it is a strong concept!
Teradul 2024 年 12 月 8 日 上午 8:41 
(5/6) Fifth, I feel like there are a couple of archetypes that wanted to exist, but don't end up fully formed. like the Life gain one. Regeneration is a very powerful card in some circumstances - it counters Beat of Death and the heart multi-attack single-handedly and allows for infinite bond with a single Blood Oath at no opportunity cost, which is bonkers, but it reads as a very weak card, and aside from the Blood Oath synergy (which would make it a command card, and not its own thing) it also enables Lifebloom, your only Payoff and a rare card you're not guaranteed to see. There's also Berries here that while a nice little bonus, I guess, don't really have any reason for you to want to run. Also, Gloomstrike would technically be part of this archetype, but it is so removed that it just ends up a nice card that could go anywhere. (not a bad thing for the ard itself, but doesn't help the overall context)
Teradul 2024 年 12 月 8 日 上午 8:40 
(4/6)Fourth, I think that there are a lot of cards that don't feel great. I tried using Soul Link, and Favored Foe and they both read and play clunkly, end up being feelsbad rares, proably worth completely redesigning from the ground up (if you wanna keep the Favored Foe relics, they probably would make a really cool event). I dislike the design space of limited time powers like Forest's Curse and Nature's Blessing, and the run that I had Nature's Blessing I only found places to play it so I wouldn't keep drawing it, and that was in a life gain deck, which doesn't boad well. Both feel like they'd be better as exhaust skills (Forest's Curse being Shockwave with no immediate effect feels pretty bad)
Teradul 2024 年 12 月 8 日 上午 8:40 
(3/6) Third, most of the upgrades on the cards are rather boring, if I'm honest. Take Rune Strike, for instance: it is rare in my experience to want to use Rune Strike - it doesn't have the damage for its energy, most of the time, and while the upgrade letting me choose which attune I get is nice, only gettin a single extra point of damage is very hard. It could go to 11 or 12 damage to pack a bit more umph. Same with something like Go Fetch, where it is mainly a draw tool, and getting a bit of extra damage from it is superfluous, most of the time. The ones that actual feel good are the energy ones, Unity, In Tune, and possibly Struck Gold and Wistling Arrow. All else is kinda meh and you could have a lot of your deck unupgraded and not be worse off, which is weird, imo.
Teradul 2024 年 12 月 8 日 上午 8:39 
(2/6) Second, Attune is very forgiving as a mechanic, and any addition to it busts it wide open. Getting block on attune is super powerful, so is the relic that attunes every turn, and the power that gives you temp buffs, especially since the class has a debuff cleanser. I think that the energy generation is leaning on too much, especially when you can get mutiple cards that discount themselves on attune, but it is also part of the fun of going off. However, the adittional STR and DEX you gat from ending your Attuned is meaningless most of the times, and I think could be a fun relic (and you could even juice up the stat boost)
Teradul 2024 年 12 月 8 日 上午 8:39 
(1/6) Hi! I've been really enjoying the mod and am working on it being on my A20 rotation!
That being said, I do have quite a bit of feedback on it, so here goes:

First, I think it's weird that "attuned" as a keyword only appears in 3 card, even though other cards have additional, non-obvious effects like cost reduction or additional hits. Side note, I don't think I understand how Runic Cone works. Is is supposed to double the "Attuned:" effect or is it just extra pump? If it's supposed to double, It isn't working as intended with Vine Shield, at least.
not fun 2024 年 11 月 23 日 上午 4:25 
fun mod. well polished.
Zu 2024 年 11 月 10 日 上午 10:46 
I love how 2 comments in a row thought I was insinuating that a mechanic needed to be stronger even though my intent was to illustrate ways to make the play pattern spicier / less bittersweet because it felt like there was untapped potential / room to experiment with.

Again though, this is very much subjective and it's all up to what the mod author prefers.
AmdREtm 2024 年 11 月 5 日 上午 8:22 
I really enjoyed this mod. At first I thought that I could easily go infinite by chaining attunes on top of each other but I haven't been able to trully go infinite yet (not as easily as with Watcher anyway).

I got Scavenge but not sure it worked in normal fights, I only noticed gaining double relics on some Elites. Unless it's turning my 25 gold into 50 or something.

I agree with the previous comment that attune does not need a buff. It's very easy to play 7+ card turns even in Act 1. If you manage to get card draw or other energy generation, it snowballs hard.

Overall, even though it feels broken at times, it's not such an easy task to beat the heart. The class struggles gaining shield and I have to sustain with healing (which I do believe is a design decision) but it's difficult to deal with high-burst fights like Donu/Deca and the Heart.
A_Stingray 2024 年 10 月 16 日 下午 4:06 
A fun mod with a bit of a balance problem. I got Scavenge right after the first boss and immediately discovered that it can give relics for some reason, and somehow it's still not as strong as Blood Oath. Or the Attune mechanic, just in general. (Seriously, why are people in the comments saying to make Attunement stronger? It buffs your cards and gives you energy and you're complaining that you can't get more out of it?)
Aki 2024 年 10 月 5 日 上午 1:29 
Great mod, it's very high quality and the mechanics are very enjoyable.

I have one piece of feedback though: I wish it was easier to tell how attuning is going to affect a card, specifically attacks. I never know how much more damage I'm going to do if I attune so it feels like a gamble sometimes.
Sagil 2024 年 10 月 3 日 上午 1:34 
I agree with Zu's attunement comments. Another solution could be that the str/dex/bond that you would currently only get at end of turn is also granted when you re-attune yourself.
Zu 2024 年 9 月 20 日 下午 4:32 
Perfectly serviceable.

Flows well overall. Has a few nifty tricks. Easy to get into. Good stuff.

Not sure how to feel about attunement though. You prolly put lotsa thought into how the mechanic plays out, but my first impression is that it's needlessly restrictive.

Like, why do you lose your attunement if you play a card that doesn't match? By extension, why can you not attune yourself to all 3 types at once or why is there no benefit to swapping between them or reapplying the type that's already active? You're missing out on so much design space.

To be fair, the way it works right now means that play order matters a lil more, but it doesn't add thaaat much imo ngl tbh fam. (Overusing abbreviations to show that I don't really mind. It's just something I find odd. And yes, I do understand why you would make it work this way from a top-down design perspective.)
沉木非舟 2024 年 9 月 19 日 下午 10:18 
要是有中文就好了
Pau 2024 年 9 月 19 日 上午 3:16 
What a fantastic job. The mechanics feel swell, the artwork has some great work put into it, this is great fun.
wtml 2024 年 9 月 18 日 上午 2:31 
没中文
Nerb_Burble 2024 年 9 月 15 日 下午 12:40 
Good job.