Slay the Spire

Slay the Spire

无敌五条悟
Balancing Feedback | 平衡反馈
After doing a 100% run with Satoru, I have some feedback regarding his balancing.

Overall, I found the run to be pretty unenjoyable due to a lack of ability to meaningfully interact with Satoru. It was mainly a race to remove all of his Reds so no more Purples could be created, but Unlimited Void remained a problem alongside Limitless, stalling out turns until the instant kill activated. I would have ultimately lost if it weren't for certain mod interactions bailing me out; the only damage I was able to deal to him was through a rest site.

Card feedback; text in parentheses () refers to upgraded changes.

Blue: No issues.

Red: No issues. Perhaps Satoru could gain 10(15) block if no enemies intend to attack.

Purple: Too powerful. It instant kills enemies at 0 cost, with the only counter play being Buffer, minion spam that is often bypassed because it targets the highest HP enemy if Taunt isn't in play, and maybe Invincible; I haven't seen whether that works. I would suggest increasing its cost to 1 and changing the fatal damage to really high damage, perhaps 99 to a single enemy and 99 to all enemies when upgraded from combining Red+. It would also be interesting if when Red and Blue combine, they grant Satoru 1(2) Strength and Dexterity for some scaling power.

Limitless: Too powerful. Not only does it decrease HP loss by 20(30), but it retains, meaning that once Satoru gets three of them in hand, he's virtually untouchable unless you can stack obscene levels of damage buffs on enemies, which likely isn't happening until Act 3. I would suggest decreasing the HP loss decrease from 20(30) to 4(8) and having it grant Satoru 4(8) Metallicize every turn it retains

Unlimited Void: Too powerful. Not only does it apply 1 stun to even bosses, but there are multiple copies that you have to contend with, which often results in multiple turns of stunlocking enemies until it can instant kill them. You just can't target these because Purple will cause carnage in its place while Limitless carries defense. I would suggest increasing its cost to 2 and limiting the stun to non-boss enemies while having it also inflict 2 Vulnerable and Weak to all enemies, additionally exhausting a random curse in the discard pile when upgraded.

These suggestions would allow enemies to actually damage Satoru with enough offensive pressure and not worry about getting stunlocked or wiped by Purple instant kills. They would also allow Satoru to potentially build up a powerful defense if Limitless goes unchecked by Oiled and scale in power as the fight goes on, dishing out massive damage to the entire enemy force with Purple and Unlimited Void debuffs.


在与悟进行了 100% 的运行后,我对他的平衡有一些反馈。

总的来说,我发现由于缺乏与悟进行有意义互动的能力,这次跑步非常不愉快。这主要是一场移除他所有红色的比赛,这样就无法再创造紫色了,但无限虚空与无限一起仍然是一个问题,在瞬间击杀激活之前,回合停滞不前。如果不是某些模组互动拯救了我,我最终会输掉比赛;我唯一能对他造成的伤害是通过休息点。

卡片反馈;括号中的文本 () 表示升级后的更改。

蓝色:没有问题。

红色:没有问题。如果没有敌人打算攻击,也许悟可以获得 10(15) 格挡。

紫色:太强大了。它以 0 成本立即杀死敌人,唯一的反击是缓冲,这是经常被绕过的仆从垃圾邮件,因为如果嘲讽不在场上,它会以生命值最高的敌人为目标,也许是无敌;我还没有看到这是否有效。我建议将其成本增加到 1,并将致命伤害更改为非常高的伤害,当从组合 Red+ 升级时,可能对单个敌人造成 99 点,对所有敌人造成 99 点。如果当红色和蓝色结合时,它们赋予悟 1(2) 力量和敏捷以获得一些缩放能力,那也会很有趣。

无限:太强大了。它不仅可以减少 20(30) 的生命值损失,而且会保留下来,这意味着一旦悟拿到了其中三个,他几乎是不可触碰的,除非你可以对敌人叠加淫秽的伤害增益,这可能要到第 3 幕才会发生。我建议将生命值损失减少从 20(30) 减少到 4(8),并让它每回合保留 Satoru 4(8) 金属化。

无限虚空:太强大了。它不仅会对 Boss 施加 1 次眩晕,而且你必须应对多个副本,这通常会导致多次眩晕敌人,直到它可以立即杀死他们。你只是不能瞄准这些,因为紫色会造成大屠杀,而无限则具有防御。我建议将其成本增加到 2 并限制对非 Boss 敌人的眩晕,同时让它对所有敌人造成 2 个易伤和虚弱,并在升级时耗尽弃牌堆中的随机诅咒。

这些建议将使敌人能够以足够的进攻压力真正伤害悟,而不必担心被紫色即杀击晕或消灭。如果无限不受 Oiled 的控制,它们还将允许悟建立强大的防御,并随着战斗的进行而扩大力量,通过紫色和无限虚空减益对整个敌军造成巨大伤害。
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Berzerkinblaze 9 月 10 日 上午 3:54 
I'd like to revise some of my earlier suggestions in favor of something that would hopefully flow better.

Blue: I think its temporary Strength effect could be replaced with 1(2) Dexterity.

Red: I think it could grant 1(2) Strength when at least one enemy intends to attack. I've been pondering the idea of granting 1 Blur if no enemies intend to attack, but I'm unsure about it.

Purple: Because only requiring Red+ for Purple+ to form may be too powerful, perhaps Red+ should be required to fuse with Blue+ to form Purple+. I also think the Strength and Dexterity boosts should be added in after playing the card instead of when fused.

Limitless: I'm having doubts about gaining 8 Metallicize when upgraded because non-Oiled builds would suffer from a potential increasing 24 Metallicize per turn, so I'm thinking it may need to be 6 instead.

Unlimited Void: I think that elites should be immune to the stun as well, to allow players more opportunities to go on the offensive.


我想修改我之前的一些建议,以支持一些希望能够更好地流畅的东西。

蓝色:我认为它的暂时力量效果可以用 1(2) 敏捷代替。

红色:我认为当至少一个敌人打算攻击时,它可以获得 1(2) 点力量。我一直在考虑如果没有敌人打算攻击,就给予 1 个模糊的想法,但我不确定。

紫色:因为只需要红色+才能形成紫色+可能太强大了,也许应该要求红色+与蓝色+融合才能形成紫色+。我还认为力量和敏捷提升应该在打出卡牌后添加,而不是在融合时添加。

无限:我对升级时获得 8 金属化有疑问,因为非涂油构建每回合可能会增加 24 金属化,所以我认为它可能需要是 6。

无限虚空:我认为精英也应该免疫眩晕,让玩家有更多机会发动进攻。
最后由 Berzerkinblaze 编辑于; 9 月 16 日 下午 11:07
vodkakaa  [开发者] 9 月 15 日 下午 7:13 
@Berzerkinblaze
Thank you for playing! Your feedback is very constructive, and I will make the changes when I have time. I’ve been working on my indie game recently and don’t have much energy to modify the mod.
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