Slay the Spire

Slay the Spire

The Cursed
solderist.park  [developer] 15 Mar, 2019 @ 9:16am
Balance patch plan / 밸런스 패치 계획 - v1.0.3 [DONE]
(Korean follows English / 밑에 한국어 있어요)

Overall Plan
Hi,
First of all, thank you for enjoying my mod so far. I read all the comments, and decided to share my upcoming balance patch plan before I apply it.

I agree that this character can be so powerful, but I feel like it’s sometimes too easy to become a “powerful” state. I’d like to slow down the progress until it gets powerful, by nerfing some overpowered cards. Besides, also want to buff some attack cards / common skill cards, which would help enduring in the early stage.

Want to comment about Bleed - I designed it like that because I hate the Corrupt Heart ;) I don’t want to redesign the mechanism of Bleed.
Yeah, it’s so powerful against certain enemies who use multi-hit attack, but not in general combat. So it’s a bit cautious to change the amount of Bleed. And still, it can be powerful even for normal enemies with Salt upon Wound and Ultimate Pain (of course, Chemical X works!).

Someone commented that Cursed Amulet / Cursed Armor give too much Block, but I would say shuffling “random” Curses into draw pile can be quite risky (mainly because of Normality). Also think about how much Block the Ironclad’s Power Through gives, only with 1 energy. Even it adds Wounds to HAND instead of draw pile.

Basically I don’t want to completely redesign cards - just want to change the stat if possible. Someone might think like “even though this card is nerfed, it’s still OP” or in an opposite way. Please understand that I’d like to keep the current mechanism as much as possible.


Details

Slowing down the progress until the “powerful” state

- Mana Circulation : 3 cost -> 5 cost
IMO this is the most overpowered card as it can provide infinite energy with several Ritual cards. Using 0-cost Ritual card right after using this card can explode the game in one turn. I think it should be treated like Defect’s Meteor Strike, which can also generate infinite value.

- Demon Sword : 10(13) damage, 2(3) Strength -> 11(15) damage, 1(1) Strength

- Flesh from Bone : 4(6) Plated Armor -> 3(4) Plated Armor

- Evocation : (when it’s upgraded) Gain Artifact only if the player doesn’t have any debuff.
Evocation & Stretching combo is powerful which allows gaining 4 permanent Dexterity at a time. But it’s not my intention to gain it twice by (1) removing debuff, and (2) gaining Artifact, with a single Evocation card. I’d like to allow gaining it by only one of them.

- Circle of Amplification : When it’s not upgraded, don’t allow gaining energy from it (so, only draw a card). Also keep Ethereal when it’s upgraded.
Wanted to nerf a build that collects every Power card and use most of them in a single turn with this card. Also it doesn’t make sense to remove Ethereal when it is upgraded, as someone already pointed out.


Enhance cards that would help during the early phase

- Soul Crush : 16(20) damage -> 18(22) damage

- Abyss Shockwave : 8(10) damage -> 10(13) damage

- Cursed Shiv : 5(7) damage -> 6(8) damage

- Smokescreen : 3(5) Block -> 5(7) Block

- Circle of Flame : 1(2) damage -> 2(3) damage
There is an opinion about making this card activated by any type of card. But I’m worried that it would indirectly buff the 3 Circle-specific Relics (Demonic Mark, Magic Candle, and Pink Pellets). So I ended up just increasing its damage by 1. Circle of Flame+ would easily deal 30+ damage in the combat versus Sentry*3 in Act 1.


Adjust the amount of Bleed

- Stigma : 8(10) damage, 2(3) Bleed -> 7(9) damage, 3(4) Bleed

- Torture : 4(5) Bleed -> 5(5) Bleed (so the benefit of upgrade is only cost reduction)


Other minor changes

- Cursed Amulet : 12(15) Block -> 11(14) Block

- Cursed Armor : 22(26) Block -> 20(25) Block

- Cursed Spellbook : common card -> uncommon card

- Soul Reap : 2 cost, 10(14) damage, 6(8) heal -> 1 cost, 10(12) damage, 4(6) heal.


Timeline
I’m thinking of applying the patch within 1-2 days. Feel free to comment if anything looks wrong to you, or if you have anything that needs to be changed. Thanks!




전체적인 계획
안녕하세요,

제 모드를 즐겨주셔서 감사합니다. 코멘트를 전부 읽었고, 밸런스 패치를 적용하기 전에 토론글을 통해 패치 내용을 미리 공유하기로 결정했습니다.

이 캐릭터는 정말 강력해질 수 있다고 생각합니다. 다만 그렇게 강력해지기까지 과정이 때로는 너무 쉬울 때가 있다고 생각합니다. 저는 몇몇 지나치게 강력한 카드들을 너프해서 이 캐릭터가 강력해지기까지의 과정을 좀 느리게 하고 싶습니다. 한편, 몇몇 공격 카드 및 커먼 스킬 카드들을 버프하여, 초반 구간에서 카드를 모으면서 버티는 것을 쉽게 하려고 합니다.

출혈에 대해서 의견을 남기고 싶어요. 제가 심장을 싫어하기 때문에 그렇게 디자인했습니다 ;) 출혈의 메커니즘을 다시 디자인하고 싶지는 않아요.
네, 출혈은 다단 공격을 쓰는 몇몇 적들에겐 정말 강력하지만 통상적으로는 아닙니다. 따라서 수치를 조정하는데 굉장히 조심스러워요. 그리고 상처에 소금을, 궁극의 고통(케미컬 X가 있으면 더욱 좋겠죠)과 함께라면 일반적인 적들에게도 출혈이 충분히 강력할 수 있습니다.

저주받은 목걸이 / 저주받은 갑옷이 너무 많은 방어도를 준다는 의견이 있었는데, 저는 “무작위” 저주를 덱에 섞어 넣는 것이 매우 리스크 있는 행동이라고 봅니다 (주로 규칙 준수 때문에). 그리고 아이언클래드의 난관 극복이 1코스트 만으로 얼마나 많은 방어도를 주는지 생각해 보세요 (심지어 부상 2장을 덱 대신 핸드에 줍니다).

기본적으로 저는 카드를 새로 디자인하고 싶지는 않고 스탯만 바꾸려고 합니다. 일부 여러분들은 “이 카드가 너프됐는데도 아직도 사기야” 혹은 반대 방향으로 생각하실 수도 있을 거에요. 저는 가능하면 현재 메커니즘을 유지하고 싶어요.


패치 내용

강력하게 되기까지의 과정을 느리게 하기

- 마나 순환 : 3 코스트 -> 5 코스트
제 생각엔 이 카드가 여러 의식 카드를 통해 무한 밸류를 창출할 수 있기 때문에 가장 강력하다고 생각합니다. 이 카드를 쓴 이후 바로 0코스트 의식 카드를 사용하는 것은 한 턴에 게임을 터뜨릴 수 있죠. 저는 이 카드가 디펙트의 유성 타격과 비슷하게 취급을 받아야 한다고 생각합니다 - 유성 타격도 무한 밸류를 창출할 수 있는 카드죠.

- 마검 : 10(13) 피해, 2(3) 힘 증가 -> 11(15) 피해, 1(1) 힘 증가

- 뼈에서 살을 : 4(6) 판금 갑옷 -> 3(4) 판금 갑옷

- 환기 : (강화 시) 디버프가 없을 때에만 인공물을 1 얻습니다.
환기 & 스트레칭 콤보는 영구적으로 4 민첩씩을 얻게 해준다는 점에서 강력합니다. 하지만 환기의 두 효과 - (1) 디버프 해제, (2) 인공물 - 모두를 사용하여 민첩을 두번 얻는 것은 의도하지 않았던 부분입니다. 저는 해당 효과를 둘 중 하나로만 허용하고 싶습니다.

- 증폭의 마법진 : 강화 전 상태에서는 에너지를 얻지 않습니다 (따라서, 카드만 뽑습니다). 또한 강화 시 휘발성이 사라지지 않고 유지됩니다.
모든 파워들을 다 집고 이 카드와 같이 한턴에 왕창 써버리는 빌드를 너프하고 싶었습니다. 또한 몇몇 분들이 지적했듯이 강화 시 휘발성을 사라지게 하는 것은 파워카드의 특성 상 바람직하지 않다고 봤습니다.


초반 구간에서 도움이 되도록 카드를 버프하기

- 영혼 강타 : 16(20) 피해 -> 18(22) 피해

- 심연의 파동 : 8(10) 피해 -> 10(13) 피해

- 저주받은 단검 : 5(7) 피해 -> 6(8) 피해

- 연막 : 3(5) 방어도 -> 5(7) 방어도

- 불 뿜는 마법진 : 1(2) 피해 -> 2(3) 피해
불 뿜는 마법진을 카드 종류에 상관없이 항상 발동시키자는 의견이 있었습니다. 하지만 그렇게 하는것은 3개의 마법진 관련 유물들(악마의 표식, 마법 양초, 분홍색 알약)을 간접적으로 버프하게 되어서 조심스럽네요. 따라서 일단 피해량을 1 증가시키기만 했습니다. 1막의 보초기 3마리와 전투 시 불 뿜는 마법진+ 1장으로 30 이상의 피해를 쉽게 줄 수 있을겁니다.


출혈량 조정

- 낙인 : 8(10) 피해, 2(3) 출혈 -> 7(9) 피해, 3(4) 출혈

- 고문 : 4(5) 출혈 -> 5(5) 출혈 (따라서 강화 이득은 코스트 감소밖에 없습니다)


기타 사항

- 저주받은 목걸이 : 12(15) 방어도 -> 11(14) 방어도

- 저주받은 갑옷 : 22(26) 방어도 -> 20(25) 방어도

- 저주받은 마법서 : 일반 카드 -> 특별 카드

- 영혼 수확 : 2 코스트, 10(14) 피해, 6(8) 회복 -> 1 코스트, 10(12) 피해, 4(6) 회복.


일정
1~2일 안에 패치를 적용하려고 생각 중입니다. 의견이 있으시면 댓글로 달아주세요! 감사합니다.

Last edited by solderist.park; 15 Mar, 2019 @ 11:42pm
< >
Showing 1-8 of 8 comments
I think it's good, the only OP cards I can think of had already been mentioned, demon sword which can amplify STR without being exhausted for 1 cost card, the same goes to flesh from bone, providing 6 plated armor for each use is just too powerful. I've never encountered mana circulation before, so I can't tell. This is my fav mod, the character unique playstyle really fits me, thank you so much for working on this mod. Cheers
FlameHricane 15 Mar, 2019 @ 10:44am 
Appreciate the heads up. Most of these I agree with, but here is my take:

The cursed block cards, while slightly risky, does still benefit from the curses most of the time unless the deck lacks rituals. Most cards that put a curse or 2 into the draw pile is usually good just from the starting relic. It probably is balanced from the fact that taking too many of these will overflow the deck, but I think their block could still be 2-3 less.

Flesh from Bone I feel should be a rare that gives around 6-8 plated and exhausts. Plated is something that you almost never want to be easily stackable. In one of my runs, I got 2 of these and it trivialized bosses by itself.

Mana Circulation, while definitely powerful, isn't 5 energy powerful like meteor strike which also deals damage. I think requiring an upgrade to make it usable could balance it. Something like 4 mana upgraded to 3 but still be ethereal or something like that so you have to commit to using it.

I also forgot the mention soul reap which I feel is just slightly too expensive for what it does compared to things like reaper, feed, and self repair. It would be more interesting if it worked like single target reaper doing around 5-7 damage. If you don't want to rework it, then increasing damage and healing could balance it, or keep it around the same and have it be 1 mana.
solderist.park  [developer] 15 Mar, 2019 @ 7:27pm 
@女の子★★★ Thanks for your feedback! :)

@FlameHricane
Thanks for your detailed opinion. Here are the replies :

Cursed Block cards - As you said, it's true that shuffling a Curse into draw pile has benefits due to starting relic and some power cards - thanks for pointing it out. Then as a compromise, I would end up with reducing the block of Cursed Amulet and Cursed Armor by 1 and 2 respectively.

Flesh from Bone - The Cursed already has many rare cards (17, Ironclad has 16). Also I didn't want to make Plated Armor giving card as a rare card - main reason is that this character lacks the ability of maintaining Block over turns. Ironclad has Barricade, Slient has Blur, and Defect has Frost orbs. Without Plated, it should just rely on the luck of draw every turn (if the drawn cards suck, it just dies...) unless it has Calipers. That's the reason I wanted to make Plated Armor as a non-Exhaust common card so that it can be used more often. But 4(6) was too much as many people pointed out. Hope 3(4) would make the card not too OP.

Mana Circulation - I would not change my direction at this time, as it's not that difficult to use 5 cost card. Collect Tribute is an Innate card that gives energy every turn, Spiteful Pray is giving 3 energy most of the case, Neow's Might would not only make this card 4 cost but also make most of Ritual card as 0 cost, and Empower Circles / Ominous Mark (boss relic) would also help. Of course you could consider using Madness, Enlightenment, Forethought, Snecko Eye, and Mummified Hand. Let's see whether it makes a reasonable change, and if not I'll consider reducing it to 4 cost.

Soul Reap - Good to know that 2 cost feels too much to you. I think making it 1 cost is a good idea, I'll consider changing it with around 10(12) damage and 4(6) heal. Thanks!
Last edited by solderist.park; 15 Mar, 2019 @ 9:26pm
solderist.park  [developer] 15 Mar, 2019 @ 11:29pm 
Just applied the patch - v1.0.3. Feel free to leave any suggestion here, and then I'll consider them in the next patch.
THANKS OBAMA 16 Mar, 2019 @ 4:11pm 
Still liking The Cursed, but man oh man is demon sword still a carrying force for the deck, and I forget the name of it, but the Form kind of obscene for what can pop off.

I've got no idea how to balance properly, but really it feels like Demon Sword should have Exhaust on it because even a bump of +3 strength feels like enough to make the cursed just pop off. And the Form power would still feel amazing even if it only raised strength by 1 per curse drawn. Maybe even a bit of a painful interaction on it where it pinged you for a loss of 1 health or something would be fair.
THANKS OBAMA 16 Mar, 2019 @ 4:13pm 
Oh and just my opinion, but having soul reap just heal even if it doesn't kill sounds fair enough for the investment of blowing an upgrade on an exhaust card that isn't hitting for a big splash of damage.
solderist.park  [developer] 16 Mar, 2019 @ 8:39pm 
@loubre
Thanks for your opinion!
Hmm, I think exhausting Curse with Demon Sword gives up the opportunity of doing other useful Ritual action. For example, Released Strength gives much more Strength than Demon Sword. I don't think the Demon Sword should have Exhaust. Think about Ironclad's Spot Weakness - although it is conditional, it keeps giving 4 Strength every time it is used with only 1 energy.
Regarding Void Form, let me consider changing it to 1(2) Strength, but I would say that Strength is not much powerful to this character than Ironclad (no heavy blade, and less multi-hit cards).
Regarding Soul Reap, I'm considering making it as a single-target Reaper as FlameHricane suggested.
Last edited by solderist.park; 16 Mar, 2019 @ 10:32pm
solderist.park  [developer] 16 Mar, 2019 @ 10:25pm 
@loubre
Want to add more - if you experienced any Ironclad's Strength-focused build using Limit Break and made 999 Strength, you would feel Void Form is nothing.
< >
Showing 1-8 of 8 comments
Per page: 1530 50