Slay the Spire

Slay the Spire

The Elementalist (WIP)
Comments on the mod
I originally found your mod by watching a stream and told you that I was going to stream it today and give feedback. I will not be able to cover it all here but i can give a few bullet points on things I noticed and will link the stream vod where I went in depth on everything I noticed.
1. Some of the cards do not do exactly what they say like the card that discards any number of cards and then has air cast to draw 2 draws 2 for each card discarded.

2. Things that hit random enemies will stop dealing damage after killing a target sometimes.

3. Quake does nothing sometimes even if you have cards in the deck.

4. The aircast draw 3 cards and draw 1 more for each curse then deal damage card plays without aircast cost and does not count additional draws such as the emblems which could be an interesting synergy to add.

5. Emblems costing 5 max hp is way too much of a cost that does nothing on its own and is only a set up card. I understand that they are really good late game for making sure you have resources but if they need nerfed another path should be taken.

6. All of the form cards would be improved by making them trigger on all casts making so that you can translate energy instead of just recovering it from the same type casts.

7. flame should add the damage to each copy like claw does or scale better like rampage does as right now it feels too weak compared to cards like it in base game.

8. Heavens fall while better in its updated state is now maybe too good and should maybe be changed to a random enemy to balance it.

9. Chalk should not exhaust giving the character a generation of 1 energy of their choice per time around the deck instead of just once per combat.

10. The rest are found in the vod https://www.twitch.tv/videos/378022801 if you want in depth looks into the cards and how they feel.

Hopefully you don't take this as being too harsh overall you are doing fantastic work and I enjoy the mod. I'll be streaming it again sometime and if you ever just want a live comment on something you could add me on steam and message me. Overall I would suggest adding all the concepts for cards first in a more powerful state and then nerf afterwards because right now it feels like everything is over tuned on release. Release cards that may be too powerful and bring them back rather than having to tweak forward a lot.
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Blue Hexagon  [developer] 10 Feb, 2019 @ 4:03am 
Thanks for the feedback. Some changes based on your comments should be in v0.1.5.1. I haven't gotten the chance to watch the vod fully yet, but I'm working on that.
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