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I intended for the biome relic to come with benefits and drawbacks for each run so it impact runs in a unique way, but if it's a liability that defeats the point. I'll look into balancing it so that there is more ways to play around some of the one-sided biomes. Thanks for the feedback!
I think the character would really benefit from a side-by-side comparison of the numbers of it's cards against similar cards from the base game. EPC, for example, is the same cost as Cleave, the Ironclad card, but does more damage and has the additional rider effect of generating minerals. There's a lot of cards I could talk about that have similar issues, but hopefully that gets my point across.
I will say though, the status effects all were very fun to play around, to the small extent I got to see. They all felt unique and fun to play around, about my only gripe is that none of the effect descriptions mention how the effect decays.
Thanks for the feedback! I'll look into re-balancing the starter relic so it feels more impactful then a minor buff most of the time. I'll also try changing some of the cards so they feel more unique then the base game cards which will take a bit more time then the starter relic / biomes.
Feedback wise, many of the cards seem to gain far more stats than average on upgrade, it's typically 3-4 for vanilla characters, while cards like Grappling hook go as high as +13.