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1. Arcane Barrier has long been on our list of cards to address, but with the recent switch of how generation of the Scribed Scroll is set up, I agree that it makes less sense than it used to. The base deck has been a concern of ours for a while now, but the changes really exacerbated the issues with the card. It just doesn't mesh well, and it doesn't really feed directly into any obvious archetypes of the character unlike the unique cards of other characters.
2. This builds further upon our focus to iron out the rest of the class before really focusing on the starter deck. Left Click had a card originally filling that role of a Spell Effect: Damage card, but thought it was too powerful and removed it before I signed onto the project, but I've been gradually moving in the direction where I think adding it back, or something similar back, would be overall beneficial to the class.
3. The particular suggestion of Ritual brings to light a part of design philosophy I've brought to the table in StS, in that healing needs to be limited in use, and highly situational. The problem with adding it on the spell is the stored nature of it makes it significantly easier to use, which is something I'd prefer to avoid. Using a card like ritual should require careful planning, and a lot of risk if you don't draw it when you need to take full advantage.
Now, that exception out of the way, I agree there's a lot more ways to utilize stored effects in this manner, and I've suggested a couple of them as well (Such as a chain lightning type effect), and the only real limiting factor is the sheer amount of time and testing that go into their implementation due to having to completely modify the behavioral code of the Scribed Spell to take these new effects into consideration. We're also still heavily experimenting around with over all Class identity, and so things like the Spell Effect: Vulnerable were deprecated for not making a ton of sense at the time, this was back when you only got 1 Scribed Spell per turn and applying Vulnerable happened after damage damage was dealt, and we're looking at Poison for potential deprecation as well due to the already somewhat busy base nature of the class identity as it is.
As far as the Ritual suggestion goes, I see your point. I thought the tradeoff would still be significant enough if the card giving the Effect still exhausted, as it would then be available when you needed it but put you off casting your Scribed Spell until you could secure a kill lest you waste the effect. Maybe if you went that route it would help to not give it either direct damage or Spell Effect: Damage, increasing the required setup, but I respect choosing to avoid it on principal.
I admit I haven't actually done any modding in the StS sphere so I don't know how difficult adding such effects is under the hood. I also didn't realize there was a time when you only had one Scribe Spell a turn - I just played the character for the first time the day I wrote this first post - so I can see how some of the cards might have vestiges left over from that philosophy. I also think it's interesting - either that or making the Scribed Spell cost 1 Energy could help make it more beneficial to stack up more effects before deploying a spell than it is now, which is one of my current concerns. The latter would also allow cost-reducing Spell Effects, and potentially also strong effects with the downside of cost-increasing Spell Effects. That said, I imagine you've considered both those options and have your reasons for the current implementation, just a thought.
I'll be playing more of the mod and will continue to give you my thoughts as I go!
We've tried to maintain transparency on what we're changing, and you can see every update that has been made to the character through the Change Notes tab. Our most recent change took your initial suggestion to heart, and we redid the entire starter deck to better represent the breadth of effects the Scribe has at their disposal.
I appreciate the feedback that Focusing Blow could be more clear, I'll let Left Click know that it's current layout isn't clear at a glance.
I think this problem would be mitigated, if not solved, by making cards like Mirror Image, if that's the correct name (4 block upfront, then 4 block for your spell effect), baseline. It's weaker than the upfront blocks a lot of us are use to, but the payoff when you stack several of them to use against a powerful boss attack makes up for it.
I realize I could weave a block or damage, then use the scroll immediately, but at that point you're just playing the cards normally so the spell weaving may as well not be there. That's how I was playing at first, until I realized that the scroll is destroyed at the end of the turn, but the spell effects you stack carry over. I was through the roof when I began to imagine the possibilities.
Overall though, I like this mod. It's a very interesting and fun idea, and despite the trouble I'm having (apparently everyone else is a giga-chad gamer if they're all saying it's OP) I'm still determined to master and enjoy this character. It's one of the most unique characters I've seen on here, second only to the Wanderer. The furthest I've made it so far is the second or third floor after the first boss. If the mod is as OP as everyone says, any tips would be appreciated, as it's possible I'm just playing the character incorrectly.
I think the thing that will lead to the most success is paying attention to your front load. There are a couple cards that look somewhat disappointing at first glance, like Static Cage, that often feel like one of the best cards in class once you've played for a while.
All of that being said, I'd always be happy to stream a run or two of the Scribe for you! It's been a while since I've played, and it'd give me an opportunity to get back into the swing of things for a potential Showman balance pass.