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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?
Perhaps I should put a reference to it in her character description?
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.
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
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 ♥♥♥♥♥♥♥♥♥♥♥
-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)
https://www.deviantart.com/abysswolf/art/Terra-is-Green-Love-102210106
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.
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.