Slay the Spire

Slay the Spire

Magitek Elite
GuilelessMonk  [developer] 23 Apr, 2019 @ 9:21am
Design Question/Complaints
for any questions/complaints about the fundamental design choices that went into this mod.
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Showing 1-14 of 14 comments
alexisthegray 24 Apr, 2019 @ 7:33pm 
the Pendant relic should really say "At the start of combat, shuffle an Amnesia into your deck."
GuilelessMonk  [developer] 25 Apr, 2019 @ 6:20am 
I changed it so now the Amnesia addition doesn't come from Pendant but rather is inherent to the character. This is what I originally intended to do but I didn't know how, so I just added that action to the starter relic (I probably shouldn't of made Pendant flash like that if I didn't want it to seem like the Amnesia was coming form the relic, but oh well). Now that I know more about how StS works under the hood and can just make that part of the character, I did so.
alexisthegray 25 Apr, 2019 @ 9:29am 
perhaps this is just a difference in coding style, but i feel as though the user should be notified in some way when something happens. when i first played this mod, i thought that the amnesia was a bug from another mod, because i wasn't explicitly told that i was going to get it, and i only discovered it wasn't a bug when i looked under the hood. the character has since grown on me--i've completed her unlocks--but i still feel that the user should be given the information.

unless the lack of information is deliberate--is it meant to kind of symbolize amnesia? like oh, i have this curse, where did it come from, i can't remember?
GuilelessMonk  [developer] 25 Apr, 2019 @ 10:51am 
The Amnesia is a reference to the character Terra from Final Fantasy 6. I decided to add it the way I did because during play testing if the card was removable then the optimal play-style was just to go to the nearest shop and have it removed which made it more of a mild chore then a core part of her characterization and power curve. I might be able to do what Necronomicon does in order to stay in the deck but it always annoyed me that you could pay to have the card removed only for it to be instantly re-added.
Perhaps I should put a reference to it in her character description?
alexisthegray 25 Apr, 2019 @ 1:52pm 
yesss, that would work well, i think.
GuilelessMonk  [developer] 26 Apr, 2019 @ 6:58am 
Updated character description and changes/buffs to Reflect.
Previously Reflect would deal the damage intended for you to the attacker, so if you were Vulnerable the attacker took more damage. Now it works as though the attacker is hitting themselves, so if they are Vulnerable they deal more damage to themselves. I made this change because I wanted to remove the card's negative synergy with a powers like Shell or Hardy which reduced damage taken (and thus reduce damage reflected). I did like how the card previously had interesting synergies with you having negative status effects but since Thornlet and Focus no longer self apply Vulnerable you no longer have the ability to choose to explore these synergies.
Also I just straight buffed it, reducing base cost and upgrading it applies 2 stacks.
Autism Chan 29 Apr, 2019 @ 4:21pm 
Aww man, i really dont know what to think about this class.
On one the card mechanics are really cool, the gameplay just feels great.
The amnesia on the other hand....
It literally keeps breaking every promising deck.
Ascension runs on higher levels become absolutely impossible due to the RNG it introduces.

Which WOULD be absolutely fine, if you could do something, anything about it.

Why cant we just put the card into the deck?
Every other curse in the entire game can be dealt with, why not this one?

Its really just a shame..

If thats your vision for the character tho, then i guess thats how it is.
I'd just be happy if there would be an alternate version without the perma amnesia
GuilelessMonk  [developer] 30 Apr, 2019 @ 5:00am 
My intention with adding Amnesia was giving her that weakness allowed me to put in some broken cards without making her overpowered. I also like it as a reference to her character. I think I underestimated just how much people would hate the card. I'll look into making some changes to other cards to give players more tools to deal with it.
Last edited by GuilelessMonk; 30 Apr, 2019 @ 5:00am
Autism Chan 30 Apr, 2019 @ 5:47am 
Thing is, its just too rng heavy and invalidates playstyles.
The only reliable way to play her on higher difficulties is to basically cram as many strong cards in the deck as you can, trying to lower the chance for amnesia as much as you can.

If you go for a smaller deck, an exhaust deck for example (which some cards build towards) then it becomes impossible.
Amnesia takes a random card out.
The exhaust cards take random cards out.
You dont have any control in those kinda decks, which makes it a huge ♥♥♥♥♥♥♥♥♥♥♥
alexisthegray 1 May, 2019 @ 7:57am 
maybe instead of discarding a random card, it does something more specific? like...

-discards a random card preferring a basic (more of a problem at start of game, less of a problem later)
-discard a random card preferring a rare (less of a problem early game, more of a problem later)
-on draw, make description and title of one card/all cards into question marks for the turn (incredibly annoying, but still possible to play around)
-keep functionality but exhaust amnesia after first draw (curse is still frustrating, but not perpetually so)
-there's an amnesia curse from another mod that, at the end of the turn, exhausts all cards remaining in hand; your amnesia could do the same

alternately, you could change other cards to make amnesia more manageable

-change poisona to allow exhaust of any single card in your deck instead of two in your draw/discard piles
-add power cards that alters the action of amnesia (on draw, select a card to discard instead of a random card/optionally select a card to discard) OR add a benefit to amnesia (discard a random card, draw 1 card/2 cards to replace it)
GuilelessMonk  [developer] 3 May, 2019 @ 5:27pm 
Removed Death (to situational), added Balance, buffed Transpose (you now draw after switch).
Steel 11 May, 2019 @ 12:31pm 
Any thoughts on the art? There's plenty of better pictures out there that I'm sure you could get permission to use.
https://www.deviantart.com/abysswolf/art/Terra-is-Green-Love-102210106
GuilelessMonk  [developer] 16 May, 2019 @ 8:53am 
There is a lot of good Terra art out there but I wanted to use as much of ff6's spite and concept art as I could. For the cards I decided to prioritize consistency which was really limiting because I had to find a source that had enough images for 75+ cards. The card images are from ff14 which I felt was close enough.
Also I wanted to avoid the leg work of getting permission from a whole bunch of people to use their stuff, confirming that it actually was there stuff and not something they were stealing or tracing, and other related drama because I'm lazy.
Last edited by GuilelessMonk; 16 May, 2019 @ 8:53am
Vic 17 Aug, 2019 @ 7:15am 
I'll have to echo the prior Amnesia complaints, it's lore accurate, sure, and it "balances" some of the more powerful spells the mod has, but it's really just not fun because there is no way to really play around it and it'll just completely ruin important plays that kill your run. Completely randomly.

It's something entirely out of your control and trying to balance OP cards with "lol you'll randomly discard them!" isn't a great or fun design decision. It also completely denies the scaling Retain cards (i.e. Gladius, Thousand Needle) from being viable because Amnesia will just toss them away when you need them and you have to start over.

The only "counterplay" to Amnesia is to stack your deck with as many cards as possible to minimize the amount of times it comes up in a fight, which greatly hurts the consistency of the character anyway.
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