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I think this card feels much stronger than it actually is, to understand the limitations of this card I find it helpful to compare it to something like Buffer which simply prevents the next instance of damage. The nice thing about Buffer is that you can play it and store that buffer until you actually need it by using other block cards. Reflect doesn't have that, it reflects the very next attack you receive and so while it has cases where it is extraordinarily powerful (such as Reflecting a big boss's attack) most of the time you will be weak attacks where it isn't actually getting that value.
That is my theory for it at least, I could easily be wrong and the card needs to cost 3. You are right, the card should be at least a rare though, I'll fix that now.
April 22nd:
I was concerned about Dispel making fights less interesting, as a general rule transformation is more interesting than negation. So for instance Mama is more interesting than Esuna because Mama makes new things happen but Esuna makes things not happen which, as you said, can lead to sameness as everything reverts to the norm. I included it because I wanted to respect the FF6 spell library and also specifically because I didn't think much of the idea I really wanted to explore the design space. Having done so I think it is more interesting than I had expected it to be. Firstly because it has interesting synergies with cards like Water (which temporarily remove strength, but if you Dispel them after casting Water they just permanently lose that strength), and secondly because I feel the power fantasy of it is satisfying while not being generally over-powered. You get to be Alexander chopping the knot in half, which while less intellectually stimulating of a task than solving the knot is fun in its own way.
I did make special exception for some buffs not being removed by Dispel, for instance without Mode Shift The Guardian just throws haymakers at you non-stop, but wasn't able to come up with a way to concisely and accurately convey the idea of "removing all the not-interesting buffs". Doing so I feel would always surprise people about what Dispel did and didn't actually remove.
- Cursed Shield - 2 energy, 10 block, 2 frail.
- Cursed Shield+ - 2 energy 12 block 2 frail.
- Paladin Shield - 1 energy 14 block 2 safe.
This makes it a less-expensive Minerva Bustier (with slightly less block) when upgraded, but requires you to spend 2 upgrades to get there...and gives it the flavor of the Cursed/Paladin shield in-game. Block could possibly be higher on all 3 iterations, but the idea is that this is something you take and spend upgrades on (opportunity cost).--Arek75
P.S. A few screenshots to show just how silly a Bravery/Blizzard deck gets:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1980772030
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1980772234
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1980772447
Note: I did use the Pandora's Box glitch to get rid of my Strikes and Defends at the end of act 1, and near the end Replay the Spire saw fit to give me a couple of its relics (Lightbulb, which procced constantly, and Ninjato, which was kinda like Kunai in this build...a meme). That said, my previous run (also using RtS, but no box glitch), was almost as silly.
Perhaps I should make it a card you get from an act 1 event, make it worse, an actual curse that after many fights will transform into Paladin's Shield which would be neat.
How about this for Bravery:
- Bravery - Cost 3, grants 1 str when attacked, (limit 4(6) per turn).
This would make it considerably less OP against the Heart, but it would still be really powerful there, or against Byrds, etc. Just make sure that if multiple copies of Bravery are applied, each caps separately (so 2 copies of Bravery gets you 2 str with a limit of 8(12), etc). The new higher cost would mitigate the usefulness of multiple copies. 2 cost just doesn't work, there really needs to be an opportunity cost for playing something like Bravery.[s]Also, I think I'll mention this here: The Trance timer being a debuff causes some bad interactions with other things that effect debuffs - Not sure about Esuna or Ribbon, but I do know that Durian (a relic from Replay the Spire) reduces the turn counter on Trance.[/s]
Edit: The above may or may not be true, as it looks like I wasn't paying attention to how Trance charges work. I'm gonna finish my current run and see what's what, but I have some thoughts here.
--Arek75