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"Draw 1 and heal 1 for every Bond" does not imply that... at all.
teamwork is OP (at least where I am on A5) I'm not quite sure how to balance it. maybe instead of a power it could be a skill that gives you the effect for a turn?
Overall enjoy the mod.
Also good job on the art. You did a good job matching the style of the base game
- Bird's Prey doesn't need the text "Activate Mark Twice" since that's how mark works, but if you want the text, it would be clearer as reminder text in parathesis saying (Activate Mark after each).
- X Marks The Spot should say "Activates Mark once" to indicate what you are trying to say.
From playing extensively, there are only a few changes that I think are critical to the class being more dynamic and better balanced.
- I really think Tick Tock needs to be buffed. I have five different suggestions all of which would fix it: 1) It did more damage. 2) It costs 2 energy 3) It draws a card 4) It itself is a combo card 5) It adds more cards to your hand. Any one of those changes would make the card from clunky to good.
- Teamwork is too good. I don't know what you could change but its very strong.
- Final chapter is way too strong as a payoff for the mark deck. I would like to otherwise compliment your mark cards for being really balanced for how consistently you can assemble the mark deck.
- Defensive, Offensive, and Grand opening are too weak.
@Rosgath I agree Bond builds are stronger than Mark ones but, I dont agree on your suggestion. I believe any build should focus on developing its strong points and getting the cards and relics they synergize with, not mixing ones with others to make it work.
Instead I would sugest buffing Mark cards to challenge with Bond builds.
Just my 2 cents.
1.) Mark builds DEFINITELY struggle in comparison to Bond builds. Doing a Bond/Combo build is often easy to do due to how common the cards are and how well they work together. This isn't a slight against Bond/Combo builds.
2.) Bond seems like it builds Strength too fast in some cases as it compounds on itself. I would suggest changing the Bond mechanic in 1 way: At 6 bond, you increase all mark applied by 1 instead of increasing Strength by another 1, otherwise left the same.
This would make it so that all builds want some bond and slows Combo builds down a bit while also helping Mark decks build momentum.
Teamwork is incredibly strong probably too much so. Consider that with Teamwork and any of the following your are getting 2 bond for playing the cards correctly: Lotus Strike, Rest, Intervene, Tick Tock. That's just constantly building, and 6 Bond gives energy and strength so all of this feeds into itself. I would do 1 of 2 things with it:
1.) Increase it's base energy cost to 2 (upgraded still comes down to 1)
2.) The upgrade gives it either Retain or Innate. Considering the number of innate powers already in the Falcons deck, i lean towards Retain.
This makes it a little harder to play without being overbearing
Upgraded, you have to spend 3 energy to get 5 thorns and 5 block. That's just... not worth it.
Maybe change it so that it grants a certain amount of block and thorns X times? That could be pretty good. Like 2/3 thorns and 4/5 block per energy? That'd make it a pretty good card, I think.
Is the started relic suppose to trigger even when I don't active the combo ability of a combo card?
Enfeebling Trap seems a little strong. The repeatable strength reduction makes a significant subset of fights massively easier if your deck cycles quickly, and there isn't a lot of draw back to the card even in the fights that it doesn't shine in. It really feels like it should exhaust.
Chain Riposte text says "Your next X+1 thorns" instead of "Gain X+1 thorns". Chain Riposte+ card text is correct, however.
Added Marking Potion (8 Mark)
Added Bonding Potion (3 Bond)
Added Blinding Potion (Old Smoke Bomb card)
Added Rare Relic: Talisman: Whenever you target a marked enemy, gain 2 Block.
Added Boss Relic: Binoculars: The first time you target any marked enemy each turn, gain 1 Energy. (gaming_email_fs)
Changed behaviour of Natural Immunity to be in line with other powers (markchoquette1 & Sharphand Joe)
Offensive Opening+ now can also be played as your 3rd card (Rosgath)
Defensive Opening+ now can also be played as your 3rd card (Rosgath)
Grand Opening+ now can also be played as your 3rd card (Rosgath)
Talons Reach now applies 2/3 Mark per hit
Removed Smoke Bomb (gaming_email_fs)
Fixed Defect Trap to be considered a buff (Osprey)
Fixed Falconer Trap to be considered a buff (Osprey)
I think this should put Mark in a better place, Combo, Traps and Bond are fine already imo.
Tons of Ideas, but might be hard to code some of them depending on how wild and unusual you want the effect to be:
Carved Bone Effigy:
If you applied mark last turn , gain 1 extra energy.
Pretty standard extra energy boss relic, only useful if you go for marked tho.
Martial Arts Manual:
When you Pick up this Relic, add 3 Chakra Lotus Cards to your Deck
Chakra Lotus
Skill
Cost: 0 Energy
Apply 5 Mark
Combo Attack: Draw 1 Card.
Exhaust
Kind of like this idea, numbers might need a little fidgeting. But it also synergises with 0 cost and combo decks.
Second Gravestone
Applies 2 Mark to yourself at the end of every turn
1 Extra Energy and 1 Extra Card draw every turn
Very Strong but i love the idea of risk versus reward here.
Can brainstorm more later, playing another run now.
For instance, I had 3 Bond, and 2 Extended Bond. I played (Card that gives you bond immediately...sorry, can't recall the name, but it's an attack). The Extended Bond would get the tick, Bond stayed at 3, then when I played the rare card that gives gold with 4 bond, it didn't proc.
@gaming, any Idea for a mark related boss relic? I'm thinking of the powerlevel of Wrist Blade. Maybe sth simple as "your mark cards apply 2 more mark?".
In the meantime im just spitballing some possible replacements for afterburner as a boss relic.
Three-Eyed Raven
Gain a new option at the Bonfire: Duplicate a Card in your Deck,
Juicy Flesh
Once each turn when you inflict at least 10 damage: gain 1 energy
Black Feather Cloak
At the start of each turn, get 3 plated armor.
before patch it worked fine. with this mod turned off it works fine. i am using many other mods though, but as i said, worked fine before your latest patch. (its just Downfall + some other character mods)
@it'sMIJA! When does it crash? Can you post a crashlog? It's fine for my so far.
Falcon Squad is very strong, you sure it wasent supposed to do damage on succesfull combos only? Maybe i need to play with it more, but it makes all sources of Lotus a lot better. since you also get the damage when lotus doesent provide energy.
Bigger Fish to fry: The existence of Afterburner. Its very very strong, and it completly invalidates Fledgeling. Fledgeling could probably do something else. (like reduce prices at the shop 20%)
Afterburner by itself probably also needs a little bit of an adjustment. I wouldent touch the effect, but maybe it warrants adding an unremovable curse to your deck when you pick it, like curse of the bell.
For smoke bomb i was thinking that it could actually give you a smoke bomb potion, provided you have a free potion slot,
Talking abou relics, wouldent it be interesting if all of them gave a one-time effect that triggers in combat somehow?
Then overwatch+ could be changed to recharge alll of them. creating a whole additional layer for the charaxter
This was a pretty big patch, hopefully there aren't to many more bugs introduced. Have fun!
-Scout Tutor has been fixed
-Combo Artist has been removed
-New power "Falcon Squadron", 1 Energy uncommon: Whenever you play a combo card, deal 3/4 damage to the lowest health enemy
-New power "Natural Immunity", 1 Energy uncommon: At 3 and 6 Bond also gain 1 Dexterity. Gain 2 Bond.
It's 100% coding related that you don't need to successfully complete combos. The code is like 30% me and 70% chat gpt. I'm really not good at this... I agree with the lack of defense, but didn't want to give it to the combo archetype, as it's the strongest of the bunch anyway. Natural Immunity will work with bond decks and hybrid decks based on Teamwork.
-Ripostes now gives 3 damage to your next attack, instead of 1 thorns.
-Eternal Riposte now works like Riposte but stronger/no exhaust
-Engarde now empowers your next attack after you play a lotus, riposte, or trap
-Engarde is now uncommon
-Trappers Delight is now Rare and upgrades to 1 Energy cost
-Added VFX to riposte and lotus
Tracker relic is really underwhelming, there are only 4 tutor cards , 2 of them rare and the common one is currently bugged.
I propose the following:
Tracker: every time you kill an enemy, gain 3 bond.
Next there is the issue with conceal and smoke bomb. Both of these do pretty similar things. (completly avoiding damage). I would probably keep conceal as it is and change smoke bomb
Smoke Bomb:
Rare
1 Energy
Gain a Smoke Bomb Potion.
Exhaust.
No, that wouldent be an autowin card since you cant smoke bomb bosses and youre not getting stronger of fights you use smoke bomb in. But its a fun idea that can bail you out sometimes, and to my knowledge, no modded character has something like that.
It's as if your falcon is attacking in tandem with you when you successfully synergize. If I was right, and it's a coding issue, then maybe scratch that until you have it worked out. I'll continue playing since I like the class, and hopefully you keep up the good work.
@gaming_email_fs For now Windrunner will provide 10/13 block. The sprint idea sounds cool, it's implemented.
@jords Mark doesn't synergize with bond, I had multiple attempts at this concept, yet they all failed :/ For now lets try the pretty obvious 1 mana deal 7, combo add 1 lotus. But i get the feeling that a lot of players don't keep time eater in mind and end up with a bazillion tokens in front of the clock...