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报告翻译问题








"Gorilla Punch" should probably just start as a 0-cost card. Right now, it is just a strictly worse version of "Cycle Kick", even if that card DIDN'T have the Ignite trigger. I don't think the damage should shuffle to this change, but making it start at 0-cost at least gives it that niche to combo into all the draw right away, y'know?
"The Evangelist" is just a bit overcosted for what it does. I understand that it's a bit scary, since it makes EVERYTHING in your hand perma-cheaper, and pairs with draw really nicely, but the fact you can't play it without an energy relic makes it impossible to use for some decks, especially compared to it's cousin, "Enlightenment".
"Amaterasu" is similarly overcosted, since it's quite easy to get Fire Orbs from basically anything as long as your looking for them I get it's free Damage with base orb slots, or up to three constant orbs with extra, but at best it's a niche card, and at worst it's an energy sink. Maybe drop it down to 2 and see if that works?
"Velocity Unbridled" should probably be a Uncommon card. It's a niche card, sure, but at the end of the day a multiplicative 1-cost card that starts off better than a "Strike" is obscene. It's simply too easy to use it to great effect, y'know? You could also make it a 2-cost card, or give it "Ethereal" to balance, but those are a bit much as well.
Last but not least, here's a few grammar things that'll make the mod look even more polished without changing anything of any difficulty!
- Concentration: Capitalize "Orb"
- Fire Moon: Capitalize "Orb"
- Medusa Whip: Capitalize "Block"
- Sputter and Flare: Change "One" to "an"
- Right Hand: Potential reword to "Deal damage equal to the target's Smoke"
- Captain Burns: Potential reword to "Deal damage to all attacking Enemies equal to their Intent."
- Contemplation: Potential Reword to "Draw additional Cards for each interval of 20 HP your missing."
Velocity Unbridled: Potential Reword to "Deal 8 damage. Deal 8 more for each non-targeted enemy."
- Cauterize: Potential Reword to "Take 5 damage, fully remove a random Debuff."
Regardless of any of these actually being implimented, this is a really cool and fun mod with a unique take on orbs! I'm excited to see you keep working on it, and hope you the best! Lmk if you want clarification on anything here, and I will be POGGING regardless.
random nature of devil's footprint makes it a worse version of exhume(red deck) and gives it a chance to return curse or status card, it would be better if it returned random attack or skill (or both when upgraded if you are generous)
amaterasu is indeed overcosted, for just providing 3 damage per turn, (infinite blades give 4 damage shiv and costs 1 energy), but it also refreshes all flame orbs, preventing players from losing stacks for combo; suggestion: reduce cost to 2 and reduce number of orb slots when used (this would make it work like blue card - inverted biased cognition - slight instant hindrance, but passive boost)
velocity unbrailed is just a single target version of red cleave, there is not much reason to overnerf it
Charon should be skill card with exhaust allowing for better combo with other cards
Joker has a bit low damage compared to red fiend fire, I'd make it hit all enemies or boost damage and make it hit random enemies
I'd like to suggest rework to Kurono: remove exhaust and move it to both eclipse cards, add retain to eclipse cards, increase starting amount(1->2 at least) and generation of smoke(3->4), reduce smoke by 2 on all enemies when eclipse card is used
For Gorilla Punch I'm going to keep it as is, since as you mention I would have to reduce the cards damage and I think it would lead to a worse card, and its upgrade is 0 cost already so that still enables it to be a combo card.
For Devil's footprint its tricky cause while Exhumed does let you choose the card from the exhaust pile the cards that exhaust with my character are extremely strong when compared to Ironclads cards so having the card being received being random balanced it out so that people couldn't consistently abuse cards. But I do see the concern with it giving you a random curse card like with the Slime boss, etc which is something that I thought about but from what I can remember it shouldn't happen to often, but changing it to be a random attack or skill and just guaranteeing it be a non curse card is just better for consistency so I will add that in the future.
For Amaterasu I find your idea pretty interesting making it sort of like biased cognition my only worry is that using Amaterasu could make playing other cards that scale with Flame Orbs feel like they are nerfed by using it even if you have 2 full orbs. Then again you can use concentration to increase your orb slots so im not sure, its something I'll keep an eye on for now.
Its funny that you mention Charon should be a skill card with exhaust because thats how I had it before but during the early playtests before I released it there was confusion if it should be a power card since it applys a unique power to the player, and it applys its strength permanently like all other power cards, or have it be a skill since it also requires timing and isn't completely a passive buff that lasts forever if you don't time it right. So I might move it back to being a skill card, it being a power card mainly came from semantics over whats a skill vs a power card. Making it a skill with exhaust would allow it to interact with some of the relics so I can see this change happening again in the future
For Joker, on average it probably has a lower damage output compared to Fiend but it can definitely hit higher max damages given the correct timing and the abundance of Strength available to players, and given cards like Adolla Link and Beyond Light you can with some luck you can have it always be one of the first cards played in a combat making it really powerful. So it is situational and can routinely give you under-performing damage but it can be a good finisher and given the right conditions insane damage turn one. Although if people find the card to be too inconsistent I like the idea of boosting the damage and making it hit random enemies
I find your potential Kurono rework really interesting and I really like the concept. I like how it gives player's more agency in choosing when to use either eclipse card, my only concern is how often players will replay Kurono to get the eclipse cards back over and over again. But having the cards retain and everything is a really nice concept, im definitely going to try and experiment with it.
And lastly for rapid kick I kept it in the card pool cause it wasn't too crazy of a starting unique card so I thought being able to pick up more is fine, but I still thinking making it a unique card that starts with the deck and can't be obtained is still the right way to go.
Again all of your feedback was really interesting and has given me a better grasp on some of the games balance so thank you for going out of your way to give feedback!
yes, its a situational card, but quite weak compared to other cards(I'd rather have a deck made only with gorillas and medusas, then use this card)
the only situation where I imagine myself taking it, is if Im running curse deck and need high cost cards to spend energy on(BTW tephrosis should be highlighted on cards that add it, also crimson bullet doesnt mention they are permament)
tentacle grasp is too strong(5/8 damage per turn for 1 energy on uncommon card) and should be nerfed somehow(either lowering its damage or weakening player)
Latom is too easy to fail (any damage removes debuff, orbs, relics, status effects), usually just takes unnecessary space in deck and consumes energy with no benefit, I would suggest adding vulnerable or vigour to it
Sorry for taking a while to respond to your posts I was just busy this week. For the twins cards its tricky cause I made them to be pretty situational. And while playing other cards like you mention for the same effect I tried to balance this by having the card be unaffected by buffs or debuffs to allow for those unique situations where you have no strength or weakened/frail. So its a little tricky, plus trying to have it work within the code actually led to the design of the card, the pick one of two options doesn't properly take into account the buffs and debuffs characters had. So I decided to design the card around this for now, but I can definitely see myself coding the backbone required to get this up and running properly. Thank you for pointing out crimson bullet's type, I will change that in the future. For constricted I can see where the concern comes from it being able to stack to pretty high damage numbers, for now I might leave that card alone since I haven't seen it completely destroy runs at all yet so I'm not completely concerned about it yet. And lastly for latom I have seen first hand from some of the play tests how powerful latom can be when used really effectively. During the playtests I had buffed the card slightly and it became extremely easy to exploit for big amounts of max health so for now I want to leave it as to not disrupt the balance to much. And again thank you for pointing out the missing tool tip for constriced, I will add that in a future update soon. Lastly thank you again so much for all this feedback, I really appreciate how often you are trying to give feedback
I dont aim for frequency or anything, I just performed few runs with this character and dumped my thoughts on you, so now its your choice wheter or how to use them
for Latom I was thinking that card would add 2 stacks to target, 1 stack is removed at turn end and 2 stacks after using attack card on them(still works with just 1 stack). Stacking multiple Latoms would increase duration, but not magnitude of HP buff. This would allow to (slowly) kill target without using attacks over 2 turns or finishing them with attack card.
I found it rather frustrating when letter opener relic activated after latom dealing non lethal damage, wasting my card and energy
Limiting HP gain would also mean it wouldnt blow out to be too OP
I just compared constricted to other 1 energy cards, green deck poison gets weaker every turn, blue deck lightning orb deals flat damage every turn, but its much weaker than constricted, takes valuable orb slot(your mod has much cheaper orb slots, which is fine, since orbs are mostly used for buffing other cards) and hits at random
having all cards in starting hand upgraded is quite useful(if Im not mistaken it even upgrades cards drawn during first turn, could be stupid OP with gamblers chip relic) and reduces number of fireplaces used for smithing(great addition to tongs and boss relic that prevents smithing)
It would be great addition to global pool if you add toggle to enable and disable it manually
there is just 1 issue
its just too cheap, it costed me only 7max HP out of 75? (10%)
(not mentioned in description - mark as bug)
considering its high cost, its definitely not intended
having 4 cost evangelist and 4 other cards in hand gives you net 0 gain, while also making any cards above 1 energy unsable and effect is wasted on 0 cost cards
effect should be permament
or
effect should last until played and cost should be reduced
I ignored sakura to cast evengelist only to realize it goes back to 3 cost when leaving hand :(
Firstly I should word it better so that people know it's only for the one turn, that's something I overlooked during development and will be updated. I also can see the concern for evangelist being weak since it can just be 0 net gain when using the card. But there are a decent amount of cards that can draw you a lot of cards like Concentration, Flare, and Nekomata as some examples can give you a lot of card draws, that combined with upgrading Evangelist to 3 cost can make it extremely powerful allowing you to play multiple cards at once for free. My concern with making it permanent is that it would make players play safer and adopt a more "turtling" style of play where they don't even think and just play evangelist again and again to slowly get there deck to become zero, which isn't the kind of play-style I wanted to achieve with this character. Evangelist is a type of card that requires a lot of setup like having an energy relic, it being upgraded, and having a lot of 1 cost cards to make it super effective. I also wanted Evangelist to make the players think about what they wanted to do, do they "bite the bullet" and use it now to maybe get it again later or ignore it and let it exhaust, making it a tough decision on when best to use it. But someone else also commented suggesting that Evangelist is too over-costed for what it brings to the game so I'll try experimenting with making it permanent or lowering the cost and see how it feels. Lastly just to comment on your previous comment I'll work in a button to make that relic and potential other relic's available in other people's mods so look out for an update to change that. Again thank you for your suggestions/discussion!
Also forgot to talk about the cost for getting Demon Embrace, I will increase it to 10 and see how it goes. I want to keep the numbers low because lowering max HP just seems costly and impacts the rest of the run in a major way so for now I will increase it by a bit again and see how it goes from there.
and for evangelist:
I wrote above comment after playing run with 2 evangelists(I had no clue its not gonna lower cards for longer and had no better choices from bosses anyway) and few 2 cost cards(like sakura)
only nekomata is good for it, since you can use it on different turn, for other cards you need draw first(multiple cards, or it doesnt make any sense) then somehow still have enough energy to use evangelist & draw cards are nerfed by status and curse cards
speaking of nekomata, I always found her cost too much, removing most of my energy, not allowing to combo extra strength before it expires, it was fun with artifacts or debuff removal tho
Huh I never realized that the events using % cost thats pretty interesting, I'll probably implement that in to actually make it better balanced. As for nekomata at first it was just gonna be the extra card draw per turn but it still felt kinda weak so I gave it temporary strength to help it out. I don't really want to make it give permanent strength since for this mod gaining strength always comes with an associated cost by taking damage, becoming vulnerable, etc. I can look into making the temp strength even greater to make it a little better.