Slay the Spire

Slay the Spire

The Animator
EYB  [developer] 19 Feb, 2019 @ 7:43am
Balance Discussion
This discussion will be dedicate to cards balancing, if you feel any card should be buffed, nerfed, or reworked you can post it here and I will consider your suggestions carefully.

Edit: The Mod Discord Server[discord.gg] is now strongly preferred over this thread, since there is a channel dedicated to each series and it is easier to link to past discussions
Last edited by EYB; 17 May, 2020 @ 3:08pm
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Showing 1-15 of 371 comments
Alpha 24 Feb, 2019 @ 9:09pm 
https://imgur.com/a/WhrCwYF


(sorry for my english)

Hello
I enjoy your mode very much.
I am happy with the most fun and steady balance patch I've seen.

I would like to suggest a little balance adjustment.



Togame

Too OP ... 0 Cost , and useful ability


Jibril, amaterasu, mitsurugi

If you have simple conditions, can have a strong ability.

Higaki rinne

OP . it has random ability, but it is usually a strong and zero cost card.


Guild girl+

Last edited by Alpha; 24 Feb, 2019 @ 9:11pm
EYB  [developer] 25 Feb, 2019 @ 4:31am 
Originally posted by Alpha:
I would like to suggest a little balance adjustment.

Hi, I've made these changes

  • Jibril: 8(10) Damage, gain 1(2) Strength, instead of 9(12) damage

  • Mitsurugi: 14(18) Damage instead of 14(19), this is a small nerf because Mitsurugi has the potential of being a wasted draw

  • Asuramaru: Deal 12(20) Damage, gain 1 of each buff, instead of 16(20) Damage and 1(2) of each buff

  • Togame: now she costs 1, draw 2(3) cards. exhaust 1 card (non optional), purge after 3 uses

  • Guild Girl: now gains Innate when upgraded instead of cycling 2 cards
Last edited by EYB; 17 Nov, 2019 @ 6:22pm
Birp 25 Feb, 2019 @ 11:45am 
Togame and Guild Girl seem kinda weak now imo. Compare them to [Burning Pact] and [Tools of the Trade]... both of which are kinda on the weaker/situational end of the power spectrum; both cards also have minor in-built class synergy (exhaust for Ironclad, discard for Silent).

Guild Girl might be ok since she's a common and costs 0 unupgraded, but I think Togame might need a slight buff now (maybe smth like Synergy: you may exhaust a card in your discard pile instead or reduce cost to 0 on upgrade).
Last edited by Birp; 25 Feb, 2019 @ 11:46am
EYB  [developer] 25 Feb, 2019 @ 11:46am 
Togame is better than Burning Pact, since you exhaust the card after the draw, so you have better possibilities to exhaust cards you don't need. There are also multiple cards with exhaust synergy (Legacy effects or Ferid). I will test her some more though.
Last edited by EYB; 25 Feb, 2019 @ 11:50am
Birp 25 Feb, 2019 @ 11:59am 
That's fair. I might be wrong then, but it still feels kinda niche to me when considering overall power level of the class (Animator's probably one of the stronger mod charas, very few cards are bad/unpickable and most are A/S tier on other charas).

Card draw is super valuable on Animator though when you consider how many offensive tools it has access to, so idk. I'm just a bit sad since I always drafted this card, lol.
Last edited by Birp; 25 Feb, 2019 @ 12:03pm
chimmon 25 Feb, 2019 @ 4:58pm 
Nerfing both Togame's cost and making the exhaust non-optional seems a bit much. While before, she was pretty much an auto-pick, now she's too risky if you've successfully thinned your deck and don't have enough legacy cards.
EYB  [developer] 25 Feb, 2019 @ 5:32pm 
I personally would still pick Togame almost everytime, since it's likely there are cards I want to get rid of, I've changed her again with this patch though:

1(0) Energy: Draw 2 cards. Exhaust 1 card. Purge after 3 uses.

That way the upgraded version should basically always be good. But let me know if you still think she needs to be reworked.
Last edited by EYB; 25 Feb, 2019 @ 5:33pm
Alpha 26 Feb, 2019 @ 9:31am 
(sorry for my english)



Thank you for listening.

I have played the fullmetal alchemist character this time, and it was very enjoyable and satisfying as a result of playing.

This mode is my favorite mode and I will always be cheering.








https://imgur.com/a/hHMkUr0


I would like to another suggest balance adjustment.


jibril, mitsurugi : when it is upgraded, raise power stat 1 is better. not 2
damage stat is increase a little more.




higaki rinne : too OP.. I will not explain it because I said it last time.





Shiro : little OP


Chang plan (suggest)

Cost 2 (2)

this card is exhaust when turn end ( - )





Stephanie


OP. i think this This card may not be available for Shapeshifter.

and raise cost to 1, (upgrade 0)


togame

Still OP

i think This card should become an extaust card. (Instead, the ability to go back as before)




Mustang's burning effect

i think, this stack is decrease 1 when turn start









chimmon 26 Feb, 2019 @ 2:59pm 
I think the 0 cost Togame makes her much better. Still has some risk depending on the deck, but even if you have to exhaust a card you'd rather not - you'd wouldn't have spent any energy.
EYB  [developer] 26 Feb, 2019 @ 3:13pm 
@Alpha

Roy Mustang is the only card that inflicts burn, and it only inflicts from 2 to 4, it's not like poison where you can quickly inflict large amount, still, I'll wait a little and if it does feel OP I will change it later on.

I feel Stephanie would be really weak at 1-cost, and being able to use her on shapeshifters increase the overall value of shapeshifter cards (which is what I'd want to happen).

Gaining 1 Strength on Mitsurugi is a very minor effect, considering you can normally activate it just one time.

That said, I've made these changes:

- Higaki Rinne now has some more random effects.

- Shiro now costs 3(2).

- Reworked Togame's effect, she should be more interesting to use now.


@chimmon @Birp and everyone else, let me know if you like the new Togame
Last edited by EYB; 26 Feb, 2019 @ 3:13pm
chimmon 27 Feb, 2019 @ 4:44am 
The new Togame doesn't activate if you have more than 7 cards after drawing (which can easily happen if you play a Shimakaze then a Togame). If you play her with a full hand, you only get the 6-card effect. This means that her ability to activate legacy effects needs multiple cards & steps, and isn't worth it. If you want her to be a draw/block card, then she works out well.

How about increasing her draw on upgrade and making the effects cumulative? This would make her feel more powerful as the extra draw is an extra effect. Then you can move the exhaust 1 card (required) to the lowest level - as a cost for all the other effects. It would require some testing and adjustment of effects (like the self-exhaust). Her cost would have to be non-zero as you wouldn't want people chaining her... although the required exhaust would limit abuse.

Side notes: I feel bad about Shiro, but yeah, she was too good. Alphonse being zero cost is good 'cause who wants to pay energy just for cooldown reduction? Skill legacies are harder to activate because Guren can't exhaust them. Perhaps add a longer cool down self-exhaust to Alphonse? That way he could die on his own, like his plot. His armored form is really powerful, so easy access to it might be a bit much. Or have him give a small (3) amount of block if he doesn't give focus?
Birp 27 Feb, 2019 @ 9:29am 
I think Togame is fine as is. Very flexible card, it's not hard at all to manipulate which bonus effect you want/get, and they're all good. Toolbox-esque card, kinda does everything but w/e it's neat. I like it.
EYB  [developer] 27 Feb, 2019 @ 4:23pm 
Since Togame is a little less reliable with Exhausting cards I've just improved Hitei, now you can choose 1 out of 3 random cards to Exhaust
Alpha 27 Feb, 2019 @ 11:34pm 
Hi. Thank you for taking my time each and every time.

This time, I would like to show you the overall opinion of the card.


priestess

This card is too weak. The effect of getting 3 cooldowns compared to 1 cost is too weak. Decreasing the cooldown to 2 turns may be worth it.


Alphonse elric

This card is too weak. It is too weak to draw two draws to get focus 1.

i suggest to add this

senergy: add block 3 (4)



Ara

This card is too weak. It's a hard game to defend against, but the basic damage is too low.


I will suggest to upgrade. Damage to 5 (7) two time


Berserker

This card is too weak. It's a hard to break guard. but the cost is too high.

Try lowering the damage and reducing the cost, or raise it to the other direction.


Chung

It is somewhat weak card. The basic effect is weak, too, but the cooldown is too long.

I suggest you reduce your cooldown 1 turn.
Alpha 27 Feb, 2019 @ 11:38pm 
Konayuki

It is somewhat weak card. The conditions are too demanding and not effective.

I suggest that you relax the condition to about 4-5 strengths.


Mikaela

The performance is good at the core card in legacy deck and compress deck. The basic performance is also strong, and the ability to exhaust one card at the time of enhancement is excellent.


I would suggest adding a cooldown to your exhaust ability.

Cooldown 2 (1): choose 1 card in discard deck and exhaust.


Rory Murcury


The performance is very good on reinforcement. When reinforced, the cost is maintained at 1, but it is better to adjust the direction to add damage 8.


Stephanie

The basic performance is too good. you said that want to keep this ability, so i suggest add this

 Purge after 2 (3) use



Goblin Slayer

This card is too weak. this Cards interfere the draw in added to the deck, but the card performance is less than that.

I would suggest reducing the cost by one.


Krul Tepes

It is an excellent card that I prefer. Blood viral is superior to basic ability.

Increase the damage by 2 (4) and try to add an exhaust effect.


Wiz + Sword maiden

It is a combination of excellent synergy. Sword maiden Enhanced invincibility and artifact can be used up to 3 to 4 times in 1 cost.


I do not know if they will be considered for Belalung in terms of the difficulty of getting both Rare Cards, but it is definitely a very powerful effect.
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