Slay the Spire

Slay the Spire

Watcher Rebalance
29 Comments
dom.nom 2 Oct, 2023 @ 1:10am 
Retaining energy / hand when you enter divinity is cool, you could play into that more by doing something like allowing the player to grab any card(s) or scrying 10 at the end of the turn, or drawing a card whenever one is played.
溪上梦边 19 Sep, 2023 @ 2:34pm 
Thanks for making this mod. yet i find watcher is kinda still overpowered lol
(Gk) Erasels  [author] 19 Jun, 2023 @ 5:49am 
Yeah, I'm not happy with Divinity's current payoff either. If I get inspired I might change it around a bit. The issue is that I don't want to encourage burst damage, so giving it double damage seems like the wrong way to go.
If you have any suggestions let me know.
Remedy 18 Jun, 2023 @ 11:54pm 
Really neat mod. I like a lot of the changes except for making Divinity have like no payoff.
(Gk) Erasels  [author] 20 Mar, 2023 @ 11:57am 
Now has ZHS translation thanks to Lelouch Lan
(Gk) Erasels  [author] 19 Mar, 2023 @ 11:52pm 
Sure, just post the file here via pastebin or something, thanks.
Lelouch Lan 19 Mar, 2023 @ 7:15pm 
Hello ! I've made a Simplified Chinese translation for this Watcher Rebalance mod. Can you add my translation to your mod? If possible, I can send the translation file to you.
Mirli 9 Apr, 2022 @ 11:18pm 
Oh, right, that's why we have things like champ:BerserkerShout, okay, that makes sense
(Gk) Erasels  [author] 9 Apr, 2022 @ 10:22pm 
It happens because that character mod created a card with the ID followup before Watcher was created and then Watcher added a card with the same ID. Now, the game gets confused whenever it's told to create a card named followup.

More modern mods add id prefixes to avoid exactly that problem, in the backend a card has an ID like yourMod:Followup instead.
Mirli 9 Apr, 2022 @ 7:54pm 
Oh, that's an odd interaction. Alright fair enough then. Why exactly do that happen?
(Gk) Erasels  [author] 9 Apr, 2022 @ 8:19am 
lol, that's the fault of another mod. I think Servant? One of the older mods.

Also happens without this mod.
Mirli 8 Apr, 2022 @ 11:55pm 
Just so you know, Follow up is bugged. It will not add Follow Up 2 to your hand.
Mirli 2 Mar, 2022 @ 3:11am 
I'm glad to see a re-balancing attempt for watcher! She has such potential, but so much of it is limited by her insane burst damage making her really only viable archetype kind of boring. This brings so much more power in the hands of her other archetypes and actually makes her kinda fun.
Jim 4 Jan, 2022 @ 8:46pm 
I agree with comrade, love to see someone trying a rebalance. I have always felt like Mantra was too costly to mess with half the time, and it feels natural that Divinity would be reached by achieving mastery of your stances, so to speak. Ideally by creating balance or something, like yin yang, but to implement any sort of "have an equal amount of stance activations" or something seems almost tedious to play from what i can imagine. Suffice to say, huge fan of the mantra on stance switching.
KnifeEar 4 Jan, 2022 @ 1:17pm 
You are welcome, cumrade. Most mods that add to the collection are full of too strong cards, so a mod with an attempt to balance the character is a breath of fresh air I will wait for the progress of your mod, since it has the potential.
(Gk) Erasels  [author] 4 Jan, 2022 @ 11:16am 
Oops, sorry about that, fixed.
darrthscorrp 4 Jan, 2022 @ 7:46am 
good update, thank you! but seems like there's another bug: cards don't get discarded at the end of the turn, no matter which stance you are in and even which character you play)
(Gk) Erasels  [author] 3 Jan, 2022 @ 1:46pm 
Uploaded a big update that fixes the mantra gain bug for other characters with stances, makes some major changes to divinity, make Perseverance a much more interesting cards and more. Check out the Change Notes for the full information.
(Gk) Erasels  [author] 3 Jan, 2022 @ 11:04am 
@Инжeнeгp гeй минг after taking another look at your feedback, a lot of it is misunderstanding what I actually did with the cards in addition to maybe forgetting my stance changes. My design doc is not very clear, sorry for the confusion. However some of the points you've raised were good and I'll make changes accordingly.

Thanks for taking the time and looking through the changes, if you ever get around to it, I'd love to hear your opinions once you've played the mod and seen the cards in action.
(Gk) Erasels  [author] 3 Jan, 2022 @ 10:27am 
Oh! I totally forgot to take that into consideration, I'll upload a fix soon, thanks for the heads up!
darrthscorrp 3 Jan, 2022 @ 10:05am 
thank you for the mod! unfortunately some new characters from mods which also have stances (for example, the Guardian from Downfall) get mantra when they switch stances:(
(Gk) Erasels  [author] 3 Jan, 2022 @ 8:34am 
Thank you for explaining your views but I'm not totally sure if you noticed the big changes I made to stances. You're aware that calm got nerfed but maybe you missed that divinity and wrath both lost a big amount of power (which is why some of the cards which were decent still got small buffs).

Wrath only increases damage by 50% and divinity doesn't increase it at all anymore. And in general, cards retain their old effect if I don't rewrite the entire description in the doc.
KnifeEar 3 Jan, 2022 @ 8:25am 
> Carve Reality Made it a Strike.
Dude? Really?
> Wreath of Flame Scry 3. Draw 2. scry 5
This is a huge nerf of Ragnarök (taking into account the weakened wrath)
> Establishment Upgrade to 0 cost
Don’t need this
> Pray Shuffle 2 insights.
Does she still give 4 mantras when upgraded?
> Smite Deal 10 damage. Deals double damage when in divinity.
So it’s 10*2*3= 60 damage from one card that you get after each “strike”? Or do they no longer get x3 bonus from Divinity?
KnifeEar 3 Jan, 2022 @ 8:24am 
> Empty Fist Gain 2 Strength if existing stance
cost 2 energy and 1 strength instead 2 would be more balanced
> Empty Body Gain 2 plated armor if exiting stance
Does it retain the old effect? fair enough with a calm nerf
> Windmill Strike 1 Decrease base damage by 1
This card only playable with Establishment, so this change is useless
> Sash Whip Increased base damage by 1 (to 9)
> Crush Joints Increased base damage by 1 (to 9)
They don’t need this
> Deus Ex Machina Unplayable. When you draw or scry this card, add Miracle+ to your hand. Exhaust when drawn. 2 Miracle+
Changing miracles in miracles+ is a job for the Master Reality
KnifeEar 3 Jan, 2022 @ 8:24am 
> Weave 1 Deal 6 damage. Reshuffle. When scryed, deal 13 damage to all enemies. Increase damage by 2, increase aoe by 2
Really?
> Followup Deal 5 damage. If the last card played was an attack, gain 2 Energy.
Too strong and make combo more easy
> Reach Heaven Increase base damage by 6 (to 16)
> Through Violence Remove retain, if in Wrath enter Calm and gain 2 energy.
These cards were pretty balanced before. But this a good idea for new card
> Rushdown 2 Whenever you switch stances, draw 1 card. 1 cost
I agree completely
> Sanctity Gain 6 Block. Shuffle a Miracle into your draw pile for every 3 Mantra you have. Increase Block by 2, decrease Mantra requirement by 1
This change makes card not that strong in combo deck and awful in a normal deck
> Conclude Increase base damage by 2 (to 14)
Ok
> Empty Mind Gain 1 Energy if exiting stance
Does it retain the old effect? if so, it's = an easy combo
KnifeEar 3 Jan, 2022 @ 8:24am 
> Calm and Wrath nerf
Fair enough
>Blasphemy Changed die next turn to take 10 damage.
Blasphemy do not need this
> Eruption 1 Decreased base damage to 7, gain 1 energy when used in Calm. Increased energy gain
Do I understand correctly that the updated version gives 2 energy and compensates for the weakening of the exit from calm?
> Signature Move Can be played in Divinity.
Are both conditions used for it?
> Flying Sleeves Increase base damage by 1 (to 5x2).
Ok. before this card was almost useless
> Master Reality Remove cost upgrade, becomes innate.
I think you should choose one of these effects rather than both
> Swivel Increase base block by 1.
Good, now this card not that useless
> Like Water When exiting Calm, draw 1 card. When exiting Calm, gain 1 energy.
Too strong this makes calm and rushdown useless and simplifies the creation of an infinite combination
(Gk) Erasels  [author] 3 Jan, 2022 @ 6:46am 
That's an interesting opinion, would you mind expanding on that? Personally, I felt that by removing easy access to double and triple damage, she's lost a considerable bit of power in the first 2 acts.
KnifeEar 3 Jan, 2022 @ 6:43am 
This mode just make Watcher more powerful