Slay the Spire

Slay the Spire

Infinite Spire
Possible balancing issues/expoits?
Hi, I love this mod and all the work you've put into it, but I would like to leave some feedback on things that possibly need tweaking:

-Lychee nut being a rare relic is a pain in the ass, similar to dead branch and twisted spoon: you pick them up without thinking, then immediately regret it as it actually disrupts your deck in some way. Maybe make it a boss/shop relic?

-Burning sword's wording confused me slightly: I assumed the burn would only be added on the 1st attack of the combat, maybe " ... you play each turn"? This would prevent any further confusion.

-Burning sword, due to the burn being given each turn, is impossible to play with without medical kit (and then you accidentally toss in bent spoon to make it a wasted play RIP), or a different consistent source of exhausting cards, (e.g.:cycling true grits/burning pact), and critical makes it seem more viable in other decks (such as stregnth), than in an exhaust deck.

-Magic flask/shards: from the name of this mod, I assume it's based around infinite runs, so these relics make sense. However, what i've noticed from my OTK infinite runs is that the main run-enders are due to the enemies out-scaling you and surviving long enough to put you in the floor. These relics take away your only loss condition, especially in something like a strength deck, by giving you rediculous scaling power or healing with no downside (even tho by this point you have nothing to do but rest/dig/toke a curse). If the biggest problem is "starting up" these relics, then an OTK deck bypasses that by going through multiple loops without needeing their buffs, then when they do need them, they've already scaled too much for the enemies to handle.

-Cursed dice: if you have ruinic pyramid and keep 1 card in hand, you cannot die. Playing any kind of draw card when you run out of cards in deck resets your "death timer", once again making it near impossible for you to die. Pretty much, in combination with a couple of other cards/relics, this thing becomes "if you would die, autowin and heal 35% max hp". This is too op for a even a rare relic, may I suggest making it an event relic? This is the only real way to up the rarity past rare.

-Bottled mercury: this card is incredibly unstable and clearly isn't working as you intended it to. Idk, if you already know about this, but I'll put it here anyway. When picked up, works as intended, stick to a card and triggers it's buff. On reloading the game, the bottle has a chance to un-attach itself, and there's no easy way to re-assign it (like all bottles). It also has a seperate chance to bug out when removing cards after reloading: it can attach itself to the card you're trying to remove (only noticed in shops so far, happens for both attacks and curses), keeping it in your deck. This can lead to multiple cards bottled, and curses bottled (if the curse is playable, doesn't crash the game, thankfully). The same issues haven't been seen with the spirit in a bottle, so maybe comparing their coding could help solve this issue.

-What's a virus? The "virus" card references "a random virus", yet there's nothing anywhere I can see (apart from that card) that is also a virus. Doesn't this make it more of a negative card than good, if you're just adding more and more of the same, useless card to your deck? If more viruses are going to be added in the future, shouldn't this card be unobtainable until then?

I hope this feedback helps improve the mod, other people are welcome to chime in with their own opinions/confirmations, thanks for reading! ^^

(TL;DR: some things need balancing, some things can be exploited/don't work as intended and what's a virus? Please see each sections for more detail.)
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Showing 1-6 of 6 comments
Can't remember the name of it but the thin orangey shard is also blatantly broken and can un-upgrade your upgraded cards. Had it ruin a run of mine by making one of my vital Innate cards not be innate because it got reverted to base and base doesn't have Innate, because that makes sense right?
Electro Spaghetti 13 Jan, 2019 @ 11:02pm 
Originally posted by let me play Let It Die:
Can't remember the name of it but the thin orangey shard is also blatantly broken and can un-upgrade your upgraded cards. Had it ruin a run of mine by making one of my vital Innate cards not be innate because it got reverted to base and base doesn't have Innate, because that makes sense right?

Hm, I've never noticed this myself, but I have noticed the focusing shard doesn't really work properly: it should upgrade a random card per act climbed, but when choosing high cards to upgrade, it can also select unupgradeable cards, making it "miss" half the time when you just need it to upgrade 3 or 4 cards out of 20 or so.
Blank The Evil  [developer] 14 Jan, 2019 @ 5:08am 
Originally posted by let me play Let It Die:
Can't remember the name of it but the thin orangey shard is also blatantly broken and can un-upgrade your upgraded cards. Had it ruin a run of mine by making one of my vital Innate cards not be innate because it got reverted to base and base doesn't have Innate, because that makes sense right?

I am sorry something like this happened to you, but this is not what the shard does and it should never be able to unupgrade a card. Unupgrading a card is not as simple as you would think it is and just setting upgraded to false doesnt change much other than the name of the card.
Last edited by Blank The Evil; 14 Jan, 2019 @ 5:12am
Chris Drew 18 Mar, 2019 @ 4:04pm 
Interesting bug when you try to upgrade a card with no Un-Upgraded Cards at the Rest site Event
Fluxistence 31 Mar, 2019 @ 9:31pm 
Cursed Dice + Dead Branch = cannot lose in any battle whatsoever.
Since the Cursed Dice replaces discarding with exhaustion, having the Dead Branch makes it so the number of cards in your hand can never decrease.
You very quickly reach a point where you have 10 cards in your hand and then you *always* have 10 cards no matter what you do, and you never draw new cards anymore.
You end your turn with 10 cards, they all exhaust, the Dead Branch gives you 10 random cards to replace them and when your turn starts you can't draw because your hand is full.
I actually reached a point where I wanted to die but couldn't.

This relic needs to be altered, not just made rarer.
It breaks the game completely.
Cool idea though.

EDIT:
It actually is possible to draw cards in that situation - you need to use power cards which don't exhaust in order to make room for new cards to be drawn the next turn.
Cards that bring other cards from the draw pile also work, but if there is no room in your hand the extra card will go to the discard pile.
Which brings me to another issue:
It is possible for cards to enter the discard pile.
Cards created by the Dead Branch and cards given from powers at the beginning of each turn can go to the discard pile.
And when you no longer have cards in your hand and draw pile, rather than dying, the discard pile shuffles back into the draw pile like normal.

It also occurred to me that if you have Nilry's Codex you can also achieve total immortality (though at least then it's a choice; with the Dead Branch you have to be immortal).
Last edited by Fluxistence; 31 Mar, 2019 @ 10:51pm
Satan 31 Aug, 2019 @ 6:26pm 
Adding my feedback: I appreciate the limit on cards played per turn in later Infinite iterations is a mechanic to balance out infinite decks, but it takes a lot of fun out of certain builds and cards for me. Playing a non-Infinite Silent/Shiv build I can sometimes end up playing a good twenty plus cards in a turn without ending a fight, especially as enemy HP increases.

If you could possibly include an option to tweak that limit, I'd appreciate it.
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