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(Part 3 / 3)
-I think you're underestimating Royal Descent. It's an excellent Act 1 frontloaded damage card that helps tremendously with Gremlin Nob and Sentries. It's not as good in the late game, true, but it does become easier to mitigate the Vulnerable and it can also enable Calx's Arts.
(Part 2 / 3)
-Wind's Grand Ode and Floral Zither are admittedly rather strong due to having relatively easy conditions to meet and are the most likely to receive nerfs in a future update. Right now, the character's overall balance feels good to us, so we'll most likely wait until we can buff other things to compensate.
(Part 1 / 3)
- Glacial Lucency is not that hard to stack. 22 initial damage is already semi-premium, but the +7 damage per Cryo reaction is too much and +10 on an upgrade is overkill. However since this is based on Eula's burst it makes sense why it does so much damage, so I propose the numbers stay the same, but it gains Exhaust to fit with the theme of trying to stack it as much as possible before finally letting it fall.
- In the same vane, Wellspring of Ire scales REALLY hard for no reason as it's essentially like playing 3 (4) Ruptures while having an easier condition to fulfill that doesn't involve hurting yourself. When compared to Demon Form, Wellspring is just cheaper and faster. Should definitely be reduced to 1 Strength per Cryo reaction (2 upgraded).
- Stellaris Phantasm might be too strong. Being an uncommon card makes it surprisingly simple to stack a couple of these and very easily stunlock enemies, especially since this is already a decent block card that applies Hydro. If you end up finding a Planet Befall later, it's very easy to just get multiple extra turns and set up a bunch or kill the enemy before they even get a chance to act. Stun effects are very powerful and this is on a 1-cost uncommon card of all things. Stellaris Phantasm either needs a cost increase, a rarity increase, or both.
- Royal Descent is... awful. It's not much extra block or damage compared to cards like Dash but it does not end up being worth it for blocking most enemy attacks due to the Vulnerable it slaps onto you. It doesn't do you any favors in the brutal Act 2 fights, nor does it scale well into the Act 3 fights.
- Bloom definitely needs its own status effect rather than just being thorns. The fact that thorns don't go away means you can easily stack up a wall of thorns and block while enemies take like 20 damage every time they hit you, obliterating multi-hit enemies. While hilarious, this is obviously too strong and also doesn't fit that well with the theme of how Bloom works in Genshin. I propose, if possible, to change Bloom into a status effect that is similar to Thorns, but disappears at the start of your next turn after an enemy hits you, essentially acting like the Bloom cores "exploded" and need to be made again.
-Wind's Grand Ode is an instantaneous pick in almost every situation, as it is essentially a small AoE + hand discount + Draw 2 (3) but without the downside. While uncommon, getting 2 or more of these spirals very quickly as they can discount each other allowing for the ability to draw up to 6+ cards and discount most of your hand by 2. Way too strong for 2 cost, needs a cost increase to 3 at the very least.
- Floral Zither is way too strong for a relic. Triggering bloom or crystallize isn't hard and this relic can very easily spiral you into ludicrous amounts of block or thorns all by itself. Reduce the amount of block or thorns it gives by a significant amount. At least like 3 block/1 thorns to be on a similar power level compared to other similar relics like Tough Bandages, Ornamental Fan, etc.
I feel like the energy costs for the cards are a bit high, with most cards being 2 ~ 3 and above, with no cards to help generate energy besides Travel Companion Paimon and Barbara's card that applies hydro and gives 1 energy if it makes a reaction.
If you get it going, the character is insanely strong and fun to play, but it sucks having tons of powers your deck relies, just to never draw them or have them cost your entire turn. It took me getting most of the common/uncommon energy relics to consistently play 1 power and have that not be my entire turn
Didn't expect how compelling vanilla mechanics could get by adding one layer in front. As a result, there's more design space for the mod author, so deckbuilding is more complex and play order feels meaningful, but it's never overwhelming since the flavor explains the mechanics intuitively.
If there's one thing that could be improved upon, it's that some upgrades are unexpectedly straightforward or arguably unnecessary. The usual "Why does this upgrade add innate / retain?" but also untapped room for potential like in Past Memories. I would've expected -1 cost and less damage, or another random element, or random element aoe.
This mod is already lotsa fun, and a few more experimental card upgrades would make it even more fun.