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Turns out Nebula Veil can push an ethereal/exhaust engine over the top in terms of producing pseudo-infinite stealth, especially when paired with cards like Cosmogenesis.
Only thing to change would be the color of the skin. It's so close to the background that you won't even notice it.
Also Create Clone has a weird interaction with Mark of the Bloom - when you die, you can't end your turn, essentially being softlocked
I'm only on asc 6 but usually act 1 can be challenging (the gremlin nob can kiss my knob) but usually by act 2 the only danger are enemies that outscale my defense
on an another note I have never had a run where precision/wisp/other offensive cards were
worth putting in my deck. is there something I haven't considered or do youu think they couuld use some love ?
anyway it's a great mod and I'm a big fan of durdly defensive deck so it's not that big of an issue.
keep up the good work
Alternatively, players should budget their Stealth with considerations of key turns in dangerous fights--i.e. ensuring that some Stealth gained via Stealth Mode is left over for the Champ's execute. This of course means that players must be careful about when to attack or indeed if they should use attacks as their primary damage output. This is markedly different from most base-game characters who are typically not punished by playing many attacks in a small number of turns.
It is my present belief that the low max hp of the character is not as significant as it appears to be, given adjusted play styles.
In regards to feedback of the character having too little max HP, the 55 hp is designed with the character having Stealth for as much as 50% of the times when enemies are attacking, or at least for that much time before scaling defence mechanics such as Shield Generator, Laser Mail or Unburden can be deployed. This multiplies the Firefly's effective max hp by a factor of 1.5, bringing it to around 82 hp, not to mention that the effectiveness of block is also double during Stealth.
Whenever an enemy with the Immortality (if unit dies this turn, revive next turn at 100% HP) buff dies due to its max HP being reduced to less than 0 by Unreality, they will retain whatever intent they had when they die, and repeat it for all future turns. Each time Immortality's revive activates, Unreality kicks in and they die - except they don't also lose their intent. So for example if I apply 7 Unreality on an enemy with 6 HP and Immortality that intends to attack for 4 damage, they will die of Unreality HP reduction, but still be able to attack me for 4 damage. Next turn, they revive, then die, then still attack me for 4 damage again (even though they shouldn't be able to).
Vex is looking into it, it should be fixed in the next update coming in 1 to 2 weeks from now
Extremely fun character, though. Look forward to your next creation!
Great job!
Takes about an Act to really understand some of the possible play styles of the Firefly.
Haven't played enough to say if it's balanced or not, but I have to say I'm very impressed! I REALLY like this character. Great work.
Wholeheartedly Recommended for anyone looking to play a medium complexity character!