Slay the Spire

Slay the Spire

Clawfect
40 Comments
jcwhite.nc 11 Feb, 2022 @ 12:40pm 
I tried it, tried to get the 1hp enemies start, first turn claws did 0 damage so I took a bunch of damage, I think it's bugged.
yomuru72 30 May, 2021 @ 9:03am 
it'll be good if we can chose to activate or not the starter-relic :/
nicrossi 14 Jun, 2020 @ 2:11pm 
Does not work anymore or may clash with other mods.
|ÅΩ| Mayu 12 Feb, 2020 @ 3:43pm 
Fun Mod - was a fun run. but it can become op quite fast :)
Midnight Milk Man 12 Aug, 2019 @ 4:47pm 
super fun mod and much better balancing than i expected, I love it!
DrJonathan 12 Apr, 2019 @ 9:29am 
its a really fun mod to plat around with
djprime76  [author] 26 Jan, 2019 @ 5:09pm 
MechaTails - Glad to hear you enjoyed the mod :). Speaking of Ascension levels, do you recall what Ascension levels you were playing on when you were using the mod? It'll help to have this piece of information in my sample set.

In regards to the bug I think it is safe to assume that it is. Most energy relics have a funciton called 'onEquip' and 'onUnEquip'. The relic was missing the 'onUnEquip' call. I have added it now and once steam updates it should be in the latest version.

Thanks for leaving some feedback and wish you the best in your future slaying.
MechaTails 26 Jan, 2019 @ 2:17pm 
Never underestimate claws' and pun-cards' abilities to make a game more entertaining haha

What an awkward sentence.

Played it for the first time just now, it felt surprisingly balanced for cards you "lazily" threw together. The -1 Energy and negative damage def needs to be there to "ramp up" as you go along. I like it, though not sure how it'll work at high A-levels. Might have to try and ramp up damage as fast as possible because 2 Energy doesn't leave much room to defend yourself.

And a bug maybe:
If you let Neow replace the Starting Relic (Dr. Claw), you still have the -1 Energy penalty. Maybe it should go away if you replace it?
djprime76  [author] 22 Jan, 2019 @ 9:33pm 
christoph1010 - To begin, I am incredible sorry about the delayed response. Usually I rely on steam interface to notify me when I get new comments so it is possible I may have missed this. Sorry about that :/.

Yeah the mod did not have balancing in mind as it was more so a joke for a friend. What I am imagining in a future state, is that this mode would persist and be known as 'The Clawfect' and the character mod would probably be 'Character Mod: The Clawfect'. The character mod version would have a solid distinction and multiple character archtypes to compliment it.

In regards to balancing the current mod, if you have suggestion as to what specific numbers should be changed, I am completely open to feedback in this regards. I think future adaptation of this mod will revolve around basic balancing of numbers. As to what that looks like, I can't say for sure.

Thanks for the feedback and sorry again for the delay. Certainly wish you the best in your future spire slaying.
christoph1010 15 Jan, 2019 @ 11:09am 
Very excited to play this mod as I too am a lover of claws. Glad to see you did more than just replace starting strikes with claws but like has been said in many different ways I think the whole mod needs to be rebalanced.

I disagree with some and think you hould keep it as a defect mod than an entire new class. Rebalancing the damages of the cards is likely what needs to be done on top of a different negative than starting with 2 energy.The cards doing negative damge on top of losing an energy just makes gameplay boring, linear and un-fun.

Great idea though and I'd love to see how you're going to adapt this mod in the future.

Good luck!
CrownBird 15 Jan, 2019 @ 3:50am 
nice
djprime76  [author] 12 Jan, 2019 @ 11:36am 
neain2008 - The waiting playstyle is a direct result of the lazy balancing (i.e: If a card normally would do 6 it now does -6). As you mentioned, one of the direct consequences of that is a stalling playstyle. Which I think is another weakness of this mod is that it only encourages one style of play (which originally was not consideration as I wrote it as a joke mod). There is definitely a consideration of making different styles of claw play as the design space is there for it. Sorry digressed a bit but wanted to cover that regarding the style of play. Clawline is a card I am considering reverting back to its original form but would like more feedback on it. It has had complications of finding its sweet spot in the Clawiverse which is this mod. Thanks for typing out your thoughts, I do appreciate all constructive feedback everyone has provided so far. It helps with the future dev efforts of this mod & potentially future mods. Wish you the best on your future Spire Slaying!
neain2008 12 Jan, 2019 @ 12:04am 
I believe it was clawline (-15). thats... at least 8+ cards from being able to do ANY damage and thats only if your doing +2 cards and not +1s. heck even claw itself is 5+ cards away from doing strike levels of damage. yes it can end up getting silly, but it almost feels like a waiting game of can I survive till (or against) the boss since I have to ramp up my claw cards for so many turns. I think the base issue is that if you build your deck around it its about the same as if you were getting strength boosts for each card
djprime76  [author] 11 Jan, 2019 @ 6:36pm 
I went ahead and made a Discussion called 'Seperate Clawfect Character Ideas' as it has been mentioned a few times. I like the idea of seperating Clawfect into its seperate class but its a bit more involved than saying 'Yeah it would be cool to have it as a seperate class'. So I would like you guys feedback on this. Also I do not use alot of social tools so if there is a better way to have this discussion (like reddit, discord, or whatever) please let me know.

Also thanks for the the feedback and support thus far. Greatly appreciated :).

djprime76  [author] 11 Jan, 2019 @ 6:23pm 
KettouRyuujin - No worries, thanks for taking the time to leave a comment with your thoughts. Some feedback is better than no feedback so your thoughts are greatly appreciated. Happy Slaying!
djprime76  [author] 11 Jan, 2019 @ 6:22pm 
lzhansh - Once again no worries, It definitely sounds like a seperate card but I do like the idea.
KettouRyuujin 11 Jan, 2019 @ 5:19pm 
I think a variant on Defect would be best... like the original too much to want to mess with this otherwise.
11 Jan, 2019 @ 4:05pm 
Sorry,I'm talk about Clawline
11 Jan, 2019 @ 4:01pm 
What you think about this: Increase the damage of ALL Claw cards by 1 this combat.And increase this effect by 1 this combat.But this is too complicated and different from the original version.
djprime76  [author] 11 Jan, 2019 @ 3:28pm 
nudemanonbike - I received similar feedback, from another user as well. After some thought I plant to do a partial implementation of liuteren123's idea. However I will consider a potential full reversion if there aren't any additional ideas between now and then.
djprime76  [author] 11 Jan, 2019 @ 3:18pm 
lzhansh - No worries. I am glad you caught the issue, that is what counts :). Hope your future slaying goes well and feel free to let me know if you see anything else that seems off.
Thicc & Quiet 11 Jan, 2019 @ 1:08pm 
Streamline is awful in this mod. Revert it to its normal mode and don't give it the claw buffing stuff.
10 Jan, 2019 @ 11:38pm 
My English is not good, so sometimes I can't express it clearly.I'm sorry about that. :P
djprime76  [author] 10 Jan, 2019 @ 5:54pm 
liuteren123 - I believe the card you are likely referencing is Clawline (a Claw version of Streamline) which reduces its overall cost by 1 each time it is played. You have a valid point that its intended effect is no longer valid. If the card cost 0 and its unique attribute is reducing its cost, then what is the point of its ability. The idea you propose I do like though. Let me give it some thought before I consider implementing it though. It does sound like a reasonable change though.
DDDHunter 10 Jan, 2019 @ 5:40pm 
There is a certain card that you have that I noticed doesn't really work as a claw card. I forgot what is was called, but it was suspose to reduce its cost by one every time you played it. However, it already costs 0. Maybe think about making it cost 2, but increase the claw damage by 3?
djprime76  [author] 10 Jan, 2019 @ 5:35pm 
SlimDante - Of course :). As the description mentioned, I did this for a friend/friends so not a whole lot of thought was put into it. Here are some of the thoughts/considerations I have had already and would want to figure out before seperating it out into a different class:

1) Should there be Claw version of all cards? Should it only be limited to Defect? Should there be a Clawclad (The Clawilent?)
2) Similar to point '1' should there be Claw specific relics, potions, powers and etc?
3) Are there aspects in other mods that would be integrated into this?
4) How should events be modified to support Clawfect?

Those are my high level thoughts. One thing I must admit is separting this out into a different class is fairly low on my list (mainly due to figuring out what the requirements should be). With all that said, if someone wanted to reach out to me and create a PR on GitHub, I would be glad to coordinate with them. I appreciate the question and your interest in the mod :).
SlimDante 10 Jan, 2019 @ 3:39pm 
Is it possible to do this as a different character instead of overwriting the base class?
djprime76  [author] 10 Jan, 2019 @ 10:10am 
Izhansh - For starters, thanks for giving this mod ago. Hope your enjoying it thus far.

When I initial read this I was not sure if you were talking about the upgrade or how it works with Claw scaling. After looking at Clawter, it was missing the line to scale all other cards which are treated as 'Claws'. I pushed out a change which should address this scaling issue.

Wish you the best on your future Slaying.
djprime76  [author] 10 Jan, 2019 @ 10:08am 
liuteren123 - Oh no problem. I do not know much about the warrior mod so I can't confident speak about it. Thanks for clarifying which mod you were talking about.
10 Jan, 2019 @ 5:01am 
Clawter doesn't increase the damage
DDDHunter 9 Jan, 2019 @ 8:58pm 
Sorry I mean the warrior. It was a character mod that haven't been updated in a long time. What I found was that the starting relic does not describe what happens. The relic claims that one energy is loss at the start of each turn, but what was shown was that there was a max energy of 2 and the relic does nothing.
djprime76  [author] 8 Jan, 2019 @ 10:29pm 
liuteren123 - This mod should only be applicable for Defect. Also (at least to the best of my knowledge) Defect should be starting with 2 energy. Are you noticing that this is not the case? Also could you please let me know which Ironclad mod you are referencing?
DDDHunter 8 Jan, 2019 @ 6:31pm 
One possible fix is just to have the character start off with 2 mana instead of 3 like how it was for the ironclad mod
djprime76  [author] 8 Jan, 2019 @ 4:48pm 
Neain2008 - No worries on the solution bit. I may/may not have a solution myself but at least providing the feedback is a start so that is appreciated :).

On the first item, could you provide some examples of which cards you were pushed away from or had 'MASSIVE' negative numbers? The balancing itself was basically taking the base number and making them negative so I can certainly see room for improving it. Which super cheap/free cards were you pushed into picking up?

In regards to Clawzard, I think I have a reasonable idea as to why it might be behaving the way it is. I do not have a simple fix for this so it is likely I will temporarily reverted it back to its previous state of Blizzard until 1) I find an effective solution to it and 2) There's a clean way to word it without it sounding like some kind of disclosure statement.

I do appreciate you giving this ago and that you appreciate the idea behind it.
neain2008 8 Jan, 2019 @ 4:08pm 
While I don’t have any good solutions, I do have two items for feedback. 1. because of the MASSIVE negative damage on some of the claw cards I felt that I was actually being pushed into only getting the super cheap/free cards, or avoiding them all together. And 2. clawzard seems to be broken. I would play a bunch of claw cards and channel one ice and do... maybe 2 damage instead of the damage that it should have risen to. did enjoy the idea of it though
djprime76  [author] 7 Jan, 2019 @ 10:48pm 
PoroGrammer - Thanks for the feedback :). If you have any suggestions for the mod, feel free to let me know.
민주주의 시진핑 7 Jan, 2019 @ 9:58pm 
good! You can win 100% in the second half if you can stay in the beginning.
djprime76  [author] 7 Jan, 2019 @ 9:37pm 
PoroGrammer - The item (or more specifically the relic), that causes the -1 energy is the relic 'Dr. Claw' . The details for that change are covered in the 'F.A.Q.' section. The short answer is that allowing the player 3 energy makes the player exceptional strong and it seemed like a quick way to balance it. There are probably better ways to balance it 'Clawfect' without making it feel super strong and I am certainly open to listening to those suggestions.
민주주의 시진핑 7 Jan, 2019 @ 9:22pm 
What is changing? -1 energy? Energy is worn out when used?
djprime76  [author] 7 Jan, 2019 @ 9:18pm 
This is my first mod I am putting on the steam workshop. As such there is a possiblity that it may have issues. I will do my best to work through them.