Slay the Spire

Slay the Spire

The Animator
Aphid 14 May, 2019 @ 3:52pm
Making the purging stone work better with many series
So as you add more and more series, you'll have to continue tweaking the purging stone.

However, there's a problem with it:
The purging stone can be 'abused' to effectively gain more card choices. This makes high ascension much easier: a lot of the difficult runs are those where you don't get the best options.

The base game does this very well, however this mod perhaps throws you a few bones too many with the purging stone. And as you add more cards to the pool, this advantage gets more and more powerful. If I get a bad selection of 3 cards in the early game, I'll use the purging stone, even on my starting series or cards, just to get some good attacks for gremlin nob, and a couple good powers for the boss.There's plenty of stuff left in the pool to win with. Using the purging stone trashing/digging for specific cards becomes perhaps too easy.

Here's a suggestion that will scale to an arbitrary number of series, that will limit dilution to an arbitrary amount and will not cause the above balance issue:
1. Swap or combine starting relics (so the whale will ask to trade the purging stone)
2. Purging stone now rather "attracts" than purges. If you have N series in your deck, then only X cards will be from random series. The rest is from series already in your deck.
Say, for example:
N=0, X=infinite (if you only have colourless).
N=1, X=3
N=2, X=3
N=3, X=2,
N=4, X=2
N=5, X=1.
N=6, X=1.
N>=7, X=0.
3. Perhaps the card packs for series of your choice are now no longer necessary and can be removed.

This progression will work quite well: Most characters typically have around 75 or so cards available. 6 series of 12-15 cards each gets you there. Here you want slightly more as the distribution is a bit lopsided in the player's favour for the N<7 cases.

Interestingly, this buffs Question card and nerfs Crown a bit for this character.
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EYB  [developer] 14 May, 2019 @ 4:37pm 
Base game characters only have about 70 cards in their pool, the mod currently adds 138 cards (and some of those rely on very different themes), in my opinion it is fine to have 1 reroll per reward, also considering that you cannot reroll into a rare.

If you use every charge of the relic you'll end up with about 100 cards remaining, you may consider the ones you banished as if they were never in the pool to begin with.

Though a change I could make is maybe limit it to once per reward, without chance to store multiple uses, or I could make it start at 0 uses.
Last edited by EYB; 14 May, 2019 @ 5:12pm
Aphid 17 May, 2019 @ 12:01pm 
The problem here is not really with whatever the 'current' balance is, it's that it doesn't scale nicely.

I'm kind of assuming the goal of the rerolls and bonus packs is to limit dilution of the card pool so the player can collect a few series, but perhaps there's a way to do that without handing out freebies.

You're going to have to keep tweaking the rules of this thing to make it work, because it can be abused to effectively give you 4 card choices every time. (Or 5, 6, ...). The more cards the animator has, the more you'll need to increase its effectiveness at giving you more options in order to keep the difficulty of creating decks which use series synergy about the same.

It's sort of a 'configure it once and forget it' vs. 'with every new series added I may have to revisit and tweak the anti-dilution system'

One thought; you could make it a little more anime too, it's now a "Friendship Stone"; as in it increases the odds of you getting friends of cards/characters you already have as choices. (With the whole magical power of friendship thing).

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