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That said, I've noticed what I assume is a bug, or if not then at least the wording might need changing to reflect an unexpected interaction. I found yesterday when I had the Voidstone power up to make my first card each turn have Voidbound, it was ONLY making the first card each turn Voidbound, i.e. it was turning off the Voidbound effect on the cards in my deck that natively had the keyword.
Very glad you like the new changes in general and thanks for the feedback!
I agree Rejection is a bit weird with the Weakness change. I will probably change that back or to something else.
Diamonds definitely needed to be changed. They were the only Gem that acted completely differently than all the other gems. I'm sorry you liked the old version better but I believe it is much healthier for the mod for them to work in line with the other gems.
Cost modification is always wonky in slay the spire. Back in the Mines shouldn't increase when you lose them, but it definitely should decrease if you gain them. The only thing I could think of happening there is did you lose some gems and then the ones you gained were still equal or less than the most you had before? If so then Back in the Mine wouldn't reduce, because it's basically 3-(most gems you have had this turn).
-Back in the Mine seems to be very finicky with updating its cost, not increasing when you lose gems (including at the start of your turn) and sometimes not decreasing when you gain them either. I didn't use that card much prior to the updates, so I'm not sure if this is a new issue.
-I recently played a run using a lot of self-debuff synergy, and I found that Dark Strike sometimes wouldn't increase its damage on enemies with doom. I'm not sure exactly what caused this, but it was a recurring issue throughout the run. Hovering the card would correctly display the doom-amplified damage, but actually playing it would deal the base listed damage on the card.
As a side note, the new version of Dark Strike is awesome. I'm also loving the new iterations of Showdown and Onyx Blaster, among others. Keep up the great work!
I don't like the new iteration of Diamond is Unbreakable. I see why it was changed, as it was a bit confusing before, but I found it fun to use. I liked how you had to do some shenanigans to get a diamond enchant, which in turn was extremely powerful. Diamond enchant is still strong, but I don't find it as exciting.
My main issue with the new DiU is how it doesn't take effect until next turn. That does add value to chipping, but it feels bad to need specific combos to make a committal rare card do anything the turn it's played. A simple solution is to have DiU chip when played.
I don't understand the change to Rejection. It's odd to me that a card which increases my damage decreases my damage for 2 turns. It can be artifacted or exorcised, but the former is only achievable through 2 uncommon cards or a boss relic, and the latter is a rare card.
The relic that gives you block when ricocheting really should be a power.
Battle Scars is weak, even when Hollow.
Cracked Reflection feels very underpowered.
Desperation adding cards to your deck feels off, as Vacant prefers small decks. Copy should have exhaust+ethereal.
Reaper Strike feels weak compared to any other healing card in the game.
Dark Strike should cost 3 baseline(and be nerfed appropriately) instead of 4.
Exorcise needs to retain.
From Nothing tends to be worse than Sneeze.
Rejection is too strong.
Runic Thoughts is WAY too strong, by far the biggest outlier. Hard to nerf, though. Id consider removing or reworking it(Maybe into a hologram-esque effect instead of a power).
Thats about all. If youd like even more in-depth feedback, Id be glad to give you more.
There definitely should be a few defensive cards that give you a hefty reward for debuffing yourself to counteract that. Additionally, I feel like there should be more than one rare card that retroactively deals with debuff(Exorcism - which REALLY needs Retain btw).
The exhaust "archetype" also seems very niche right now. There arent that many cards that exhaust and nothing to exhaust other cards. I think that archetype needs quite a lot of work actually and Id even consider removing it as it is right now(Although, a card like Void Embrace still functions totally fine, as it isnt so synergy dependant).
Biggest problem with Vacant is inconsistency. You frequently mill over important setup cards and thats just a bad experience.
Id suggest making a lot of the powers baseline ricochet, as well as a few other "setup"-esque cards like upgraded Aw Man&Onyx Blaster.
To further help the inconsistency, there should be 1-2 cards that fetch cards from the discard pile - basically like Hologram. Would fit this character very well, too.
Next up~ Gems. I feel you have too little control over gem positioning. This makes cards like enchant and Reach Through rather clunky to use(although, they can be really powerful regardless). I'd suggest a card that fully chips down a gem in one go to help with that. Could easily be Pickaxe(which should likely be buffed a little - maybe it could chip down a gem twice?) or a new card with some extra effect attached(A block, for example).
I have some ideas in mind for changes I would make to Vacant, but right now I am focusing on making a new character. Thank you for bringing it to my attention though! I'll see if I can think of a way that would prevent that, because I don't like super easy infinites.
Use Desperation on Thoughtseize, then play the original (1-cost) Thoughtseize to fetch the Desperation, make a copy of Thoughtseize again, use any of the (now 0-cost) copies to fetch Desperation again, repeat until you win.
There's so many more but it all slows down the mod load time.
The mod is unnecessarily inflated.
Like, it completely trivializes the rest of the run if you get both, and it happened to me twice in a week, and it doesn't seem like something too unlikely to happen.
Thanks for the reply, the character is great!
I got an Emerald and Void form. The turn goes like this:
- I draw my hand
- voidform mills cards
- gem draws a card. Since the drawpile is empty, it reshuffles the discard pile.
Tjis is extremly disruptive, since Voidform incites you to have an empty draw pile. Can the order be adapted?
NOTE: This only happens if the Voidform was played before gaining the gem (which is most often the case)