Slay the Spire

Slay the Spire

领航员 (The Pilot)
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BatNick  [开发者] 8 月 24 日 下午 6:41
Balance Feedback
Find a card that you never pick or one that is broken? share your thoughts!
最后由 BatNick 编辑于; 8 月 24 日 下午 6:44
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正在显示第 1 - 7 条,共 7 条留言
"Travo" 9 月 17 日 上午 1:33 
Acceleration seems to not work as expected in its upgraded version, every copy played after the first (which does provide 2 as the description says) only provides one extra energy the next turn.

However, even in this state, this and Volatile Battery card cannot both be common cards. It may be due to the small card pool for rares or the vast number of other energy generation cards, but any one generation card (including the miracle augment) and these allow you to cycle your deck a ludicrous amount of times and pull off a consistent 100-150 charge turn 1s before the act 1 boss. Even if your energy gen was finite through the likes of Lost and Found, the amount of energy provided by acceleration allows the exact same turn 2 with the added bonus of even more charge from Volatile Battery. The problem is not made better considering a lot of relics give energy or draw, allowing this cycle to ramp so much faster.

I really love charge as a concept, but these two cards in practice make cards like Combo Breaker/Arc-Blaster obsolete since both of them are Volatile Battery, except battery also creates an equal charging version of itself.

Largely I do think it is due to its ease of availability, given the core is two commons and it's enabled easily by one key. These commons also benefit heavily from additional copies, I've never turned down an additional copy of either when presented. It is really easy to seek out, I've had a win-streak so far of about 3 runs with this setup. (My last run I dumped 600 charge, turn 1 on Deca)
BatNick  [开发者] 9 月 17 日 上午 5:45 
引用自 "Travo"
Acceleration seems to not work as expected in its upgraded version, every copy played after the first (which does provide 2 as the description says) only provides one extra energy the next turn.

However, even in this state, this and Volatile Battery card cannot both be common cards. It may be due to the small card pool for rares or the vast number of other energy generation cards, but any one generation card (including the miracle augment) and these allow you to cycle your deck a ludicrous amount of times and pull off a consistent 100-150 charge turn 1s before the act 1 boss. Even if your energy gen was finite through the likes of Lost and Found, the amount of energy provided by acceleration allows the exact same turn 2 with the added bonus of even more charge from Volatile Battery. The problem is not made better considering a lot of relics give energy or draw, allowing this cycle to ramp so much faster.

I really love charge as a concept, but these two cards in practice make cards like Combo Breaker/Arc-Blaster obsolete since both of them are Volatile Battery, except battery also creates an equal charging version of itself.

Largely I do think it is due to its ease of availability, given the core is two commons and it's enabled easily by one key. These commons also benefit heavily from additional copies, I've never turned down an additional copy of either when presented. It is really easy to seek out, I've had a win-streak so far of about 3 runs with this setup. (My last run I dumped 600 charge, turn 1 on Deca)

Thanks for the feedback, I think since release some cards were changed a lot specially charge cards, so I'll be thinking of changing rarities as I haven't revisited those since before release, I like charge but I can admit sometimes it turns into either infinite or winning on turn one
BatNick  [开发者] 9 月 17 日 下午 2:09 
I made some changes that feel like makes sense hope it plays better
"Travo" 9 月 18 日 下午 1:25 
A massive improvement, definitely still a good card and lets you carry turn 1 momentum, but the increased rarity doesn't let you load up on 'em which was definitely one of the biggest problems. I definitely like the change.

I still think something needs to be done to help differentiate Combo Breaker/Arc-Blaster/Volatile Battery, as all three serve the same purpose (scaling charge on eject) at varying levels of effectiveness. Arc-Blaster being the worst, having really slow scaling for the trade-off of being an upgrade sink. Combo Breaker requiring discard or upgrade to have any level of effectiveness. While Volatile Battery doesn't need dedicated discard or an upgrade, since after its first eject it gets the value from being able to be played and ejected by scry in the same cycle.

I am surprised as well there's no way to cache in on charge offensively like there is with Defense Matrix.
BatNick  [开发者] 9 月 18 日 下午 2:19 
Yeah the cards ended up being too similar this is because in development they started as really different concepts as the mod worked really different but with every re-iteration and sanding down the effects for simplicity it ended being similar cards, the solution being new reworks, sadly I'm pretty done with the mod after working it for months on end and also the mod currently being translated to chinese so I don't want to change text and they have to rework what they are doing, I see this as something to learn in the future with new things I end up working, still thanks for the feedback it was really useful!
BatNick  [开发者] 9 月 18 日 下午 2:21 
for fun I will tell some of the previous things like: arc blaster was an equipment, volatile battery did damage to you if you had it on your hand on turn end based on how many copies you hold, combo breaker had some quirks but is pretty similar to how is now
"Travo" 9 月 18 日 下午 2:53 
Ah, that's totally fair, I understand being done with large changes, esp with the translation happening. Cool dev insights and great work on the mod nonetheless!
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