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Starting deck: Originally, the [Element]strikes only did 4 damage, to account for exactly what you're describing here. The problem was if you got an early Lagavulin it was basically an auto-lose, because it made the damage race nearly impossible.
Granted, this was with the previous version of the starter relic where you didn't have full control of what element it gave you, and had to work around the RNG more. (Old relic was basically Momentum, but for the first gain instead of the second.)
Runes: It is intended that it's possible to bypass the auto-mass-exhaust if you can find some way to remove them from your hand, yes.
I've also given him similar feedback on Rising Vapors as you did on Reckless Dance - I had a run with 3-4 of them, and even with the Tiring effect, 24 Dexterity and the Regen that came with it basically made me unkillable.
If you are interested in seeing the current card plans, I just finished the list out to 63 cards (although not all of them are more than the most basic 'idea'.) If you'd like to comment on any there, you're certainly welcome to: https://docs.google.com/spreadsheets/d/1vdLs6StqjlOtqQk5fjTVerj2cLc1rHu9GOdHYNJVR6Y/edit?usp=sharing
Yea I don't really know how to change it the starting deck because the character relies so much on being able to generate elements, but in my runs and my many trying to find card runs I would not be scared of a single elite. The most scary one being as you said Lagavulin which is pleasant surprise because I honestly hate gremlin nob because I play defect a lot.
For reckless dance both of my runs for the final boss I was sitting at 27 and 39 dexterity respectfully. With most of my cards being armor generation and relying on blaze or ignition burst for damage I was pretty unkillable using Reckless dance.
Yeah, definitely sounds like Reckless Dance needs some balancing.
As for the starter deck, I was kinda thinking about just having two modes when starting a run with different starting decks. One which is easier (the current one) and one which is more traditional (generic strikes/defends.)
While it is tough to really say (especially about balance) because some things can look insane in theory as well being combined with cards like Reckless Dance or Vapors for that easy dexterity generation. But I'm liking the new themes I getting to see. As I said some of the elements did 1 thing and maybe a small extra thing, but some of your unimplemented cards like ember rush or whirlwind seem like great additions. to some themes.
Ember Rush: like that it is fire and not just deal damage. I also like that the game plan might be to just have 1 fire to use the card without pulling the burn and I haven't seen the exhaust pool used like this before
Whirlwind: thank you for letting air generate block. I would love to push a pure air deck, but being able to live is the hard part. The damage is there just not what this card gives. As well having some theming to it is great. Might be overpowered with Reckless dance because man could I generate some block.
Accelerant: So if you have low air its like putting poison on the target if I'm thinking of it rightly. Seems cool, might need more windburn cards (I saw that reckless dance change), but idk might be great in practice and outside theory
Erosion: So the earth thing is cool, but i really like the watercast as it allows you to play big things way easier in your deck and you have some really hard to play high cost cards(which isn't a bad thng)
Entropy: If you make some more not about the elements cards this could be really good for a deck about that. I like it.
Aegis: This can easily be 32(40) block off one card. And it stacks with our dex generation. This might need a small nerf. But like that it doesn't require elemental energy and yet again theory vs practice (I'm going to stop saying that now)
Tendril: I want to guess this is watercast 2 and not 2 energy. Either way its cool concept, but idk what its power is
Geomancy: yes this is great. Simple, but diverse to allow multi element decks build defense not just through the earth.
Ferruchemy: huh, that could be a lot of gold generation, but I really don't know. Could even be a downside taking away you stored earth energy for later defense.
Pressurize: I found body slam.
Inferno: I found Fiend Fire. There is some fire burst I hoped I find. The fire element needed it as well currently I see it as just a consistent damage with air doing way better in the burst area.
Frigidity: Well that can be strong. Theory vs.....
Quake: Well that can be strong. Especially with the water seeking cards. However I like the archetype of big deck
Glaciate: Fun time water can deal damage now which is nice. Pretty simple.
Zephyr: Sneko eyes dream. Don't think it has any other use
#59(no name): More offensive Rising vapors. Gets that passive defense to let you attack more, however as long as you play 1 defense card a turn rising vapors is better
Quadmire: Don't know why this was changed. Seems a bit passive now instead of losing earth.
Burning Soul: i didn't see a fire X burst card and as long as I don't see a fire X burst card I don't see the use of this. Why pay 2 energy to lose hp to gain elements you can honestly generate yourself. Like this is dangerous in a boss fight and too slow in normal combat.
Mirror Circlet: Guessing we put it on top of the discard pile, but there isn't a whole lot of cards I want to save. There is Rising Vapors and Inferno, but thats about it and idk if it even works with inferno since inferno exhausts cards
Aetheric shield: nice kinda like mirror image. works really well with astral form
Doubling Glass: Whats doublecast? My guess is the next cast is done twice which if it is cool.
Tsunami: I'd say make this reduce the card to zero if it is a lower cost. Next up this is a 1 mana draw whenever you do water stuff which could get dangerous. Water already draw a lot, so like more draw can get a lot going. Think like heat sink or dark embrace. Both cards draw for way harder things than watercasting.
One thing I have also been thinking about is that I think astral form should stay the same way, as currently I have found that it is the only reliable element generation in the game. And honestly might just be powerful because I can defend like a truck in front of it.
So if you do this I honestly don't know how you generate enough elements to do anything. Because currently your cards suck if you can't element cast them most of the time. You would have to add element generation to your decks, but then your decks are full of having to generate and spending. Basically you would be a bad defect. So then I think everything would have to get buffed. You would have to upgrade a lot of your cards to being able to be usable.