Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yeah that is a factor I have taken into consideration since the beginning. I have been trying to remove such possibilities from by making card with heal effects exhaust. I've looked into that event at some point but didn't bother to implement it. After all, the basic cards are are not named Strike/Defend, so it technically not a bug. I may decide to look into it again later, however.
@lincolna2002
It is nerfed, so yes it was on purpose.
@mampsa
There are cards with effects based on the number of flesh on enemy.
A bug (?) report is your basics are unaffected by the upgrade strikes/defends event.
Yeah, I made a lot of changes during the last update, and a rather impactful bug managed to slip through.
@Azraez
It should be fixed now. The bug stemmed from the fact that upgraded Demon Slash was working incorrectly.
And yes that is a jojo reference :^)
The thing is, that balance isn't what keeps me from playing this character more often but how few playstyles are possible. There is basicly a flesh-gain-deck that is rounded out by one or two life loss/gain cards and thats it.
Applying buffs to enemys seem like a interessting new mechanic that hasn't been explored much. Adding flesh to enemys could create a slower deck, that e.g. converts that flesh into poison. And the life loosing cards seem to only have anti combo potential. Some powers could change that. I had some card ideas which got scraped because of steams character limit. If you don't mind someone writing you perioducally "I'd be cool if.." I could pm you some stuff I came up with.
Yes, I am aware that Stress doesn't seem to have enough drawback. I'll probably lower the limit to 4(8 with relic). I am also going to nerf consume, as I realize that other healing cards are underwhelming compared to it. I haven't looked at leech but now that you mentioned it, that does seem like an issue. As for the relic, I never noticed that capping it is rather tedious, because as of now some of the cards are so OP that the few strengths escaped my attention. I might add or buff some cards that play around applying flesh to enemies, but first I plan on nerfing Flesh gain to see how things turns out.
Some issues I have (disclaimer: I haven't played with every card so I might talk shit):
Stress hasn't affected me though at all. Drawing or non 0-cost cards don't require setup so I've always just played them first. Adding "end your turn when you have 0 Energy" would make deckbuilng and piloting a bit more skill dependent (which is good imo).
Infinite healing cards are a problem, because they lead to a unfun optimal playstyle. "Leech" want you to stay way longer then it is fun in some fights to get back to full health.
Same issue with the stength gain of the starting relic. I stayed way to long in that Act-3-regrowing-black-blob-fight to grind to that perfect 5 strength. Giving you a counters for each fight you win and not each enemy would be more consistent as well.
Cards that give meat/buffs to the enemys or profit from them having those are to few.
Fucking wrecked them. Stacking up meat upgraded won the day.
Then played a few more matches.
Forget the name of the card draw + strength but in my opinion it should add like at least 2 stress to use it.
Currently this is like the second most powerful character in the game I've played, with that Touhou character that spams cherry blossoms and butterflies all over the place still being the most broken.
Lol
@fatpeso
To make it fun was my goal, yes, but as loubre said, I will try to balance it and make things less "super OP."
@OptimusPrimordial
My exact thoughts during the test runs.
Anyway, if that was your goal , awesome :D It was a walk in the park albeit a fun one
That could also be applied to other characters. If you get lucky during a run then you will end up with a pretty solid deck.
All of these cards were created only for the Fiend, and not intended for any other characters, so that isn't a concern for me.
As for the max HP cost cards, I see your point, but a good deck (in my opinion) for the Fiend should have a reasonable amount of health cost cards so they don't end up being "curses" like you said. The player shouldn't pick up every health cost cards just because it's rare or seems good. Also the fact that they exist means that there are more options laid out for the players so the decks and playstyle may vary every run.
I know some interactions may be too strong or underwhelming, but balancing will always be on the to-do list.
@deiboier
I wanted to mess around with 0 cost cards, but needed to add a trade-off. I think it ended up better than what I had expected.
Not sure how much of that was your design intention. Either way, I like the concept of breaking the established "rules" of design in terms of starting deck and energy economy.
The only thing I really don't like is the "pay some of your max hp" cards - there is no way in hell I'd ever risk taking those as-is. You might want to redesign those to be slightly more powerful one time effects and then purge themselves from the deck (like the isaac mod's bombs) so that they are a one time payment and not a "use 2 or 3 times, then they are basically curses since you can't reasonably afford to reduce your max hp further".
I like the concept and had quite some fun on my first run - well done mod!
I really enjoy the concept of not starting with the usual 3 energy, really adds an interesting twist.
All things considered currently the Fiend probably is a little too strong, especially Flesh Plating seems pretty broken to me.
Additionally, here is my modlist, it's pretty long so I threw it in a paste bin. If I can help in any way, let me know. Thanks.
Here is the modlist.
https://pastebin.com/3hhbRyvt
Here is the crash
https://pastebin.com/cRGHcxs1