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报告翻译问题






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;
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.
On a separate note, I think I broke the hunter code...Turn 1 Boss kill, with 651 Block
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?)
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!
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!
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.
Again though, this is very much subjective and it's all up to what the mod author prefers.
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.
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.
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.)