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Upgraded- Resummon a monster from your graveyard (Of your choice) Energy cost would be 2 and it would be a power. Could go well with a Zombie/Resummon themed deck.
Not sure for an upgraded version or if this should be the upgraded version
Bonus points if you pelt insults at your opponent.
Harpie Lady ! They must be here ! 3 Harpie lady, one attack, one block, the last draw (yeah like magnet i'm original i know), and you can have so much synergies with her !
- egotist elegant, a spell that add to your hand 2 0-cost copy of one harpie lady in your hand.
- cyber shield, a spell/power card who shield you 5 + 5 by counter ladies on your field (harpyielady 1, 2 and 3 add 1 counter when summon)
- drake of harpies, a drake cost 2, tribute 3, deal 20 damage + 5 by ladies tributed
- Harpie lady sisters, a cost 2 harpie, tribute 2, shield 19 channel 1 frost by harpies tributed.
- Harpies' Hunting Ground, spell cost 2, increase by 50 % shield and damage provide/deal by harpie lady
- hysteric party, trap cost 1 who ressummons 2 cards "harpies" in the discard pile
- triangle ecstasy spark, a spell cost 0, if you have 3 harpies counter, deal 27 damage to ALL ennemies
ect. I think Harpie lady can be a wonderful add to this mod :D
Synchro ? Why not have also synchro monster ? which require to tribute tuner monster instead of normal, they can have powerfull effect, and it's a really simple mechanic to add. Just bring monster whith the keyword "tunner" and synchro monster with "tribute tuner.
Nerf the buff mecanic ? After many runs, I see 2 cards so powerfull that they can solo win the run, magician of time and king of machines. You can just wait in combat to earn many many gold, have wonderfull effect like artifact or armor, I have finish one run with only 1 king of machine that bring me 5200 gold. omg, so break game ! I think the mecanic would be better if the card cost more and the ammmount of gold earn more unusual.
EDIT : now i have a run with 174584 gold with 4 D. M. Girl.
Up few dragon ? Dragons are not balance at all :'), some dragons cost 2 and deal 16-20 damage, the red eye balck dragon and the zombie version deal same damage, 1 cost less. Too much 3 cost dragon just deal damage, it's just the same card with a different ammount of damage, and the second problem is cost 3 dragon don't give any armor, which in early game 3 mana it's all your turn and 90 % of big dragons just deal damage, maybe more effect and interract with dragons could be better. Maybe, that possible it's just me complaining alone on thing no one cares :').
I have a lot of ideas in head, but I think I end this message here fo today, sorry for my terrible english and again, thank you, you're mod is really wonderfull !
I love your enthusiasm man! Thanks for the ideas! I will certainly revisit this page before implementing any Harpies :)
The fusion gate !!!! 3 mana, spell/power, each turn, material monster viable in your hand fusion in fusion monster, you can conserve 1 card per turn (upgraded : 2 card per turn). Now I explained :
Fusion monster card cannot be collect in the run, like the great moth, they are card summon by association. A list of fusion monster can be do, and, if you have correct material monster in your hand and fusion gate activated, they automatically fusion (so disappear), and the fusion monster is had to your hand.
To remove the handicaped fact to make 2 card disappear, i thought to 3 choices :
- the effects of cards who fusions are automatically activated (by ressummon to example)
- you draws cards equal to the numbers of material monster used
- make really powerfull fusion monster
After a fusion, 3 choices :
- materials are exhausted, the fusion monster is permanent.
- materials go to the discard pile, the fusion monster is exhaust after use.
- materials and fusion monster are exhaust, the fusion monster is more powerfull
An other possibility is that fusion monster card are just gold like B. Eyes Ultimate, the B. skull dragon, and their can also be collect in the run, AND be summonned by fusion gate, in this possibilty, the effect of material monster should be activated when they fusions (or the draws cards).
Also, I let here an idea of few fusion monster idea (with cards present in the mod) :
- Thousand Dragon, (baby dragon, wizzard of time) cost 2, tribute 2, deal 24 damage to all ennemis, apply 2 frail and 2 vulnerability.
- B. Eyes Ultimate (3 B. E. White Dragon)
- B. Skull Dragon ( Summoned Skull, R. Eyes Black Dragon)
- Valkyrion ( B. , A. and O. Magnet warriors)
- Dark Paladin ( Buster Blader, Dark Magician) cost 2, tribute 3, deal 29 damage + (5- or 10) by dragon tributed
- G. Dragon champion (G. Fierce Knight, Curse of Dragon)
- Exiodia Necross ( 5 different part of exodia (yeah, difficult to have in 1 hand)) 0 cost, deal 2000 damage to all ennemies (uncollectable)
- Wall Shadow (Mini L. Wall or L. Wall and Sadow Goul) cost 2 (or 3), tribute 1, deal 16 damage, gain 30 armor
- Ojama Knight (2 Ojamas), cost 2, tribute 2, gain 25 armor
- Ojama King (3 Ojamas), cost 2, tribute 3, gain 30 armor
- Great Moth (Petit Moth, Cocon of evolution)
- Cyber Twin Dragpn (2 Cyber dragons) cost 2, tribute 3, deal 21 damage (trough block), gain 10 armor
- Cyber Dragon Ultimate (3 Cyber dragons) cost 3, tribute 5, deal 40 damage (trough block), gain 20 armor
- Twin-Headed (T. H.) Thunder Dragon (2 Thunder Dragon) (guys play at forbidden one remember :) ), cost 2, tribute 2, deal 28 damage, channel 2 lighting.
- Dragon Master Knight ( B. Eyes White Dragon, Black Lustier Soldier (add it !! please !!) )
- Guardian of the L. (Sujin (why he is not in the game ? :') ) , Kazejin, Sanga the Thunder), cost 3, tribute 3, deal 37 to all ennemies, gain 37 armor, channel 1 frost, 1 ligthing and 1 earth.
- Holactie The Creator of L. (Obelisk, Slifer Sky Dragon, Winged Dragon Ra), cost 0, deal 500 damage to all ennemies (uncollecatble)
I know that a lot of damag.. programation for 1 card, but it's just an idea, a crazy idea, it's not an obligation or a request :') and we can do this to an other method too if it's to long, but I think, it can be really really fun and bring a new experience of gameplay in slay the spire! hope you enjoy ! :)
- One configuration idea to bearing the add cards problems
- One review of all cards to balance idea
Let's jump into it !
In the mod you have in the configuration setting the choice to uppgrade or decrease the card list in run. core < limited < reduced < full < all, and check bow to allow or not cards (toon, exodia, crossover). The problem is, you don't know exactly cards you remove with this system. You are forced to restart and try to see in the collection the cards who have disappear or not. It's not really a big issues but, if in the time the mod add more and more cards that could become a problem.
The idea it's to add more check box each time you add a list of cards, like "extention" booster IRL. The player can allow or deny if he want one extention or not in his run. He can play with the minimun of card (core) and choose extentions he want to add, like that, he can bearing the issues to have 300-400+ cards in the same run, and uprade or decrease his chance to have synergies. And if the player want challenge, he can play with all extentions at the sime time, we can also create a check box "run with 3/5/10 extention random" , if the player want more random and not choose himself. I put here this idea if your goal it's to add more and more cards in the time, but I don't know maybe it's not your goal, it's just an idea :) .
Today I want to do a review of cards. Because it's more important to have balance cards before add more and more cards, and I want just to give my personnal opinion of cards I think they are unplayable, and not balance. I know the game need weak cards, and trolls cards (like the coffin), but I think some cards are not interresting because they are just unplayable, and it's not really interresting because you can't pick her because your base cards (I talk to the base deck) are more powerfull than this cards, and "strike" and "defend" are more powerfull than certains cards, so the player have literraly not the choice to not pick her. But that just my opinion, i let here cards that i find problematic and why :
- P. Pterapenthes, cost 2, predaplant, summon 1, gain 6 block (9 when upgraded). 6 blocks for 2 !?? It's a defend for the double mana cost !! this card is unplayable, yes it's a predaplant, and summon 1, but, these is to weak, pay 2 for 6-9 blocks it's to ridiculous when the ennemy deal 30-50 damage next turn.
- Snow dragon, cost 1, dragon, summon 1, deal 3 (5 when upgraded) damage, channel 1 frost. The problem is, the frost orb is really weak without concentration, and the duellist dosn't have access to this keyword, the damage are to weak to the cost.
- Stim pack. cost 0, summon 5 exploding token (add to copy of this card to your draw pile when uprgarded). Unplayable. you have so muck cards who summons, and this cards summon 5 but beat you so hard, 5 damage per token = 25 damage = 25 % of your life to 5 summon. AND the upragde it's a nerf of the card ! Nobody can play this.
- Superheavy Swordslman, cost 2, summon 1, gain 1 dexterity, (deal 3 damage when upraded). To weak for a weak card, compare to footwork, the card cost double, and give half dexterity, unplayable.
- Tremendous fire, cost 1, you and ALL ennemies take an ammount of (0-25) (0-30 when uprgraded) damage. Compare this to one of the weaker card of iron clad (stats in spirelog.com),
combust, combust deal 5 damage each turn to ALL ennemies, and you take 1. and this card are not played. With Tremendous fire you take the same ammount random damage ! Unplayable, but, for a troll card it's ok.
- Lesser dragons, cost 1, dragon, summon 1, deal 4 (7 when upraded) damage. It's a worst strike, or even strike if you consider the summon and dragon type, but really weak card, for a rare.
- P. Drosophyllum, cost 2, predaplant,tribute 1, deal 12 damage (16 when upgraded), if you tribute a predaplant monster, ressumon a random plant monster from your hand. The combo is a little tricky to do, the reward not so powerfull to the difficulty, and the card himself a litlle hightcost. But she is not unplayable, but he think maybe a litlle weak. Just increase the damage by 3 could be better, I don't know. It's my opinion.
- P. Spinodionaea, cost 2, predaplant, summon 1, deal 9 damage (13 when uprgaded) if you tribute this monster for a plant or insect monster, add a random predaplant card to your hand. 9 damage for 2 cost, whith a specific mecanic random, too weak.
- Predaponics, cost 2, remove all artifacts from an ennemy, apply 3 poison (6 when upgraded), apply 1 random debuff. A little weak, need to be exhausted to not kill your hand, but the effect is not that bad.
- Snowdust dragon, cost 2, dragon , tribute 4, deal 16 damage (19 when upgraded), channel a frost. 2 cost and tribute 4 really hight cost to only 16 damage (compare that to the R. Eye Black dragon or his zombie version that cost 1 mana less and 2 tribute less and deal more damage), channel one from is not that powerfull without concentration. unplayable card.
- Superheavy Ogre, cost 2, summon 2, (deal 6 damage when upgraded) gain 1 dexterity, if you tribute this monster for another superheavy monster, gain 1 dexterity, Exhaust. cost 2, gain a max of 3 dexterity for a high specific mechanic, compare to footwork, really weak.
-Five Headed Dragon +. The card is correct, but the upragded version demands 1 tribute more for only 5 damage more, it's not an upragded.
That's all for really really weak cards, but I remark the set have a lot of weak cards and hight cost cards compare to the "normal" slay the spire. It's not a critic, just a remark. It's more challeging I think.
EDIT : Toon cards are really over powered if you have toon world at the start of the run. And Toons card juste deal damage, 0 toon card provide armor or do other thing exept the gemini who summon, but spells and traps toon are really great I think.
That's all for today, I want to introduce a new archetyp idea, but the message is already super long, so I end here, have a nice day !
Check out the mod Archetype API on the workshop - this mod will be supported in the next update, and will accomplish some of what the first part of your message is talking about. It is still a bit buggy right now, but I am working with the creator to get it working for the Duelist! The update will be out soon!! Lots of new features, balance updates, bug fixes, Chinese support, less RNG, and maybe even Challenge Mode.
I will say, not much thought went into which cards go in which set. It was mostly broken up by order of creation (ie oldest cards I made are all in the core set, newest cards have all been dumped into 'All'. This will ideally be rectified someday as well, although again no plans for this in the next update.