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Going back to the original mod for now :(
I can't even beat A1 with them :(
thankyou
After wrangling with some parentheses and headsplitting recursion, it should be fixed.
However, Auric Form seems to be bugged for me. It is turning 5/8% gold into Fervor each turn but no Piety.
This was my first coding project, and basically taught me basic java due to reverse engineering your work. I've loved this mod, but I agreed with you that it was very overtuned if you knew what you were doing.
The thing I want to work on the most is supporting the providing block to enemies archetype, it's a cool idea, but falls flat verses the degeneracy you can put on display with Piety and Gold.
No need to worry about taking it down, it's super cool that you've done this! I haven't had the chance to play it yet, but I will definitely do and leave my thoughts. I doubt I will continue to work on the mod actively, but I'm happy to help from the sidelines.
And from what it's worth, I'm on the camp that Hiero was a bit overtuned (if you know how to play him) though a big part of that is Church Coffers. If you're curious about the idea I had to nerf it right after I stopped work on it, my plan was to add the line "+1 to the cost for the rest of the fight". It would still allow for degenerate play with a lot of money, but not too degenerate.
I'll come back when I've had the chance to play!
That part - using smart drafting to make your deck slightly better, instead of just looking out for certain cards/archetypes - is the part where I feel hierophant could use the most improvement.
I still really like a lot of things about the mod - Piety is maybe my favorite mod mechanic I’ve seen - but I spend most of my runs wishing I could delete about 3/4s of the card pool once I’ve started to specialize. I think that’s the one thing this mod is missing relative to the base characters - the sense that there’s so many viable combinations of cards to make a good deck even if you’re not drafting towards a clear archetype.
All the base characters (and the best modded ones, like Hermit) have enough little micro-synergies between all their various archetypes that this swap actually makes your deck better.
Doing that on Hierophant makes the character utterly unplayable, because all of the different archetypes do their own thing, and - crucially - this means that lots of the cards are actually worse than the starter set unless they fit in your deck.
This mod has a lot of great ideas. Piety in particular is really smart. But the mod being so disjointed means that drafting new cards on Hierophant just isn't really that fun compared to other modded characters with more synergies to combine.
i thought up some potions last year, and just posted them here:
https://steamhost.cn/steamcommunity_com/app/646570/discussions/2/3553931489678246167/
you are very welcome to add some if you think they could be fun :)
(i havent made a character mod for slay the spire, but i did make a recycling mod for rimworld and could add you a he-man / skelletor item or something there for you as thanks)
since this hierophant mod is all about gold, they could be quite fitting
I'm currently working on making some of the commons that don't have to do with piety or fervor have higher numbers. I'm also considering changing Church Coffers to its original form: 2 cost gain 2(3) energy, draw 2, tithe. But this time giving it exhaust, or maybe Exhaustive, so you can only play it a couple of times. I'm not sure how the 1 1 1 version is working out, but it being infinite use was clearly a problem.
Piety IS circumstantially strong; it has all the support it needs, if im honest, it's an excellent AoE effect on the back-end and on the forward, you can hard invest in it and get major payoffs even with the deprication at the end of turns. Honestly kind of a good call not printing a card that says "don't lose piety at the end of your next turn" too frequently.
Part 1 of 3.
If you have fervor, smite brackets show more damage than it actually deals.
Pandora's box ignores defends. Didn't have strikes but I'd check them too.
The Downfall Discord and I knew many ways to split the character in half. If the win rate was low (which by the way I knew, we were laughing about it on the Discord) it's because people didn't know how to play the character.
Piety, and Smite especially, could just do way too much damage for a common 1 cost, especially when combined with Fervor. And fervor itself just enabled some unholy things. If you had any way to stack it reasonably (say, Glossololia) you could have 2 cost cards hitting for 60+ regularly. Normal.
Then you look at purify and think "Slice that deals +4 for 30 gold?" (Sure, it's above average vs full hp stuff like minions, but so bad otherwise.)
I admit I never understood the doubloon hype, but maybe I'm smol brain.
For comparison, the weakest vanilla character (defect) has a WRV of 2068 (1551 normalised).
If all this mod does is Nerf the character then you have unequivocally missed the mark in the most hilarious way possible.
One of the bigger things is how the upgrades to basics cards now come with tithe, with no real additional benefit. Tithe is a very cool concept, but ultimately, its an alternate cost method, not a real buff to anything in the long run. A 0-cost 5 block card, is only a little bit better than a 1-cost 5-block card in the grand scheme of things, and only feels worse when in later acts. Tithing is a cool feature, but they shouldn't interfere with scaling. It just makes my defends feel even worse than they are naturally.