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but, is an amazing mod, next time make vel'koz, that would be a interesting champ to select
I haven't played enough with the minions to see, but I can totally say that darkness decks aren't super weak. You just need to actually do combats and not try to skip every one of them, as each one could make you get a lot more darkness depending of how many foes there is.
Then again, by what I have seen in the discussions of the mod they are going or considering buffing the darkness cards to start with 4 damage instead of 2, so that should probably solve your issue.
And you guys keep doing a great job, thank you for all the dedication to the mod and feedbacks!
We hear you and are planning on making some small buffs to the Darkness play style.
Thank you for your featback!
veigar feels incredibly hard to play as he needs to scale, it feels hes so reliant on the first 3 enemies being 1 health so he can get early stacking and then going for minion oreinted deck rather than darkness as darkness is 1 cost and unplayable in act 1
great idea just would love some buffs
Thank you for your suggestion and input.
First of all am happy to hear your first win was so enjoyable.
When it comes to your notable things, we have kept your note's and suggestions in mind when it comes to the next big update we have planned.
-dire need of draw cards
-most extreme difference between upgrades; usually it's a seldom case for a card to get 100%+ boost on an upgrade, which is a thing for MOST of Veigar's cards. It's a balance issue, where most of the time it's better to visit a rest site and upgrade a card instead of fighting an elite. And it's not like Veigar got any heal to recompensate for resting. I'd suggest buffing some unupgraded cards and nerfing upgraded slightly.
I usually avoid it for that exact reason, but it actually is affected
Very, very hard to keep up block and sustain with him. Some “add x block” or stuff like that would be huge for him. Or something that would gain block after attacks/ kill would help with that
The card rotation ability is really rough with Veigar. He needs some “draw x, discard y” or “do x, draw y card(s)” to balance that out. That would also help with his damage output and block generation solving how squishy he is.
I think baleful strike should be upgrade to 2-3 to start because just math and use it’s hard to make it worn in the beginning and can be super hard to scale at all. Combined with his lack of sustain/ defense, scaling him can be almost impossible. Either upping damage or defense would help with that
Overall I really like the mod overall and want to have fun playing Veigar but it is really tough to make him work imo
While I agree that your assessment of Baleful Strike being a pain to use in the early game is 100% correct. This is also very much intentional. And one of the main ways to both stay accurate to the game Veigar comes from and a core part of his Balancing when it comes to optimally playing him.
With his massive late game power requiring you to jump through some hoops and some on the fly decision making whether you take damage now is worth having the stacks for later.
And because of that Balance Baleful Strike sadly needs to not feel good early game.
Late game however Baleful turns into a possibly 10 damage to two enemies while also giving you more power. And that's when it's supposed to feel good.
https://www.youtube.com/watch?v=uP_S9IuiFBQ&ab_channel=FrostPrime
Cards that create other cards should show what those other cards are ✅
Please limit the audio barks that cards play to once per turn, if you can 🔊
Design question: Why does all of Veigar's generated cards cost so much? Ex. Darkbulb costs 1(0), but to play any of the cards generated costs 1 each. Which basically means pay 3 (2) to apply my AP twice, in which case, why am I not just playing the base baleful strikes instead? Darkness generation in particular feels really bad, because it always costs 1 to play an ethereal-exhaust...but the rest of my deck exists too, so these types of cards get skipped. Obviously, making darkness cost 0 is definitely a no go without some serious cost adjustment/power adjustment, but as is, these generated cards wind up being auto-skip.
And recommend you'd make a discussion thread of your findings for easier communication!
I ran into a couple issues though (if there's a better place to put them please let me know) and was wondering about a bit of balance stuff (not trying to clog this post with subjectives so just gonna say melee/cannon minion shielding seems very strong).
Issues Found:
Mirror Mage's Power works on skills, not powers. The Mirror Mage cards seem to give an error-y description as a buff as well, and they don't go away at the end of the turn.
The Mirror Mage cards (except "Mirror Mage") and Bandle City's Dark Mage have names that can't be fully seen due to length I've found. Maybe naming them stuff like "Power Mirror" could be a work around, or shortening it to "MM" or something, I dunno.
An interesting interaction that I'd imagine isn't intended but is fun to mess with nonetheless is Event Horizon giving block for every enemy that has been in the fight total, not how many are currently there.
Veigar also appears as Default_gray_color in the compendium.
I'm gonna continue messing with the mod and can report any odd findings if you'd like. Thank you for making it!