Slay the Spire

Slay the Spire

The Senshi
Aelie  [developer] 1 Jul, 2019 @ 7:01pm
Feedback
Please leave any kind of balance feedback here, thanks!
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Showing 1-15 of 51 comments
Chewees 2 Jul, 2019 @ 7:40pm 
The uncommon transform power is worse than the common transform. The common costs 1 while the uncommon costs 2. When upgraded the common gives dex while the uncommon gives str. 1 str isn't worth anything when you have magical+ attacks. The 1 dex allows you to survive better so you can build up magic so you can use strong magical/magical block cards.

Cards that heal/regen should always exhaust or (Heal, this card now heals for x less this fight). You can get to low hp from an elite and then just full heal off the last surviving mob in the next fight over the course of 20 turns which makes for very boring gameplay. A card that needs some kind of definite nerf is (heal 5 and magical block for 1 energy).

Magic could be spent as a resource to empower cards with a different empowerment for the cards that have it. For example... (spend 5 magic if you have enough to do an extra 10 damage). Because magical+ and magical block are overpowered when you spam them every turn with high magic.

I feel like determination should be removed or modified. If you get 10 determination not only do you always have max magic but you can do 40-50 damage for only 1 energy at that point with moonflower+? And on the last boss I was hitting for over 100 for 1 energy. Spammable every turn.
KumaGorath  [developer] 3 Jul, 2019 @ 4:32am 
I was aware of these things considering I managed it once or twice (Aelie agreed that it shouldn't be possible at all) tbf but i felt like some fights really take her health down just because of the nature of the mob. It is pretty much luck of the draw.

I do not mind if someone wants to spend 20 turns full healing as much as they feel they need to provided they are on a good mob to do it (in act 1 you might get away with this but later on its certainly harder to do) but I will consider the heal cards losing potency over time or maybe exhausting after a certain number of uses.

I also dont mind the attacks becoming absurd bombs after a while because you have to do so much to get your magic up there. (i.e. getting a higher cap/building up your magic to get your magic damage card from 20-40/50 dmg. is at least 2-3 cards that you wont have for some time)

for you to have 10 determination at all times is at least a 4-5 card combo that isn't possible without at least clearing 3/4 elite fights? so Its a earned thing. I can modify it later(changing some rarities around) but for now lets see how it goes I do appreciate your feedback.
THANKS OBAMA 3 Jul, 2019 @ 11:57am 
Getting crazy Determination is easy, Upgrade the Thrown rose basic card, replace your blocks with the Tuxedo Mask Determination cards. Heck even with just the rose and one block along with none of the Powers that affect Determination you could probably beat face. One of my decks was like that and I only died because I bothered trying to add in transformation+magic I didn't need when some defensive shenanigans coupled with the combo already scaled fast, coupled with Study Group effectively counting for thinning the deck by 2 cards.

I think its hilarious though. That you're danging cheesecake poses from Tuxedo mask in front of Sailor moon til she's so thirsty she's Kaiju beaming death and destruction everywhere.
KumaGorath  [developer] 3 Jul, 2019 @ 4:00pm 
-lol- i love your description for it. (she was like that for the first 2 seasons of the series as it was. she lost her mind if she even saw a hint of his cape)
but you do need to seriously do some setup to get it out of control with a little bit of luck. we'll see how it goes. maybe tuning. maybe reducing determination numbers.
Last edited by KumaGorath; 3 Jul, 2019 @ 4:01pm
THANKS OBAMA 3 Jul, 2019 @ 6:46pm 
The determination numbers honestly seem fine, the issue is just that the common 1 cost card you use to turn it into damage scales at what was it, base damage it comes with plus 9 per determination. Since its common I figured it was meant to be more of a bonus for focusing determination while amassing magic to use her big finishes, but it already scales fast as hell and whallops hard while you're building up that it's nearly as good as the best magic has to offer.

I'd still pick the sucker up even if it scaled at anywhere between 3-6 and be satisfied while it'd feel way more balanced to what a common should be, or had it lower determination by a small number on use no matter what unless you actually had the determination protection cards.
KumaGorath  [developer] 3 Jul, 2019 @ 6:53pm 
it was indeed to keep your magic up. we used to have more things that burned determination...maybe some more attacks should burn magic...but then it would feel like the saiyan's ki and thats not what i was going for.
Last edited by KumaGorath; 3 Jul, 2019 @ 6:54pm
BennyBroseph 5 Jul, 2019 @ 5:47pm 
The sound effects for a lot of the cards are really loud compared to other sound effects; even those in this mod. This is especially unfortunate considering that most of the sounds are low quality so being louder than everything else really hurts the experience of using the mod.

I assume they are ripped directly from the cartoon which is quite old (I never watched it so I don't know). While a nice touch if true, I'd recommend lowering the volume considerably.
DirtNap 9 Jul, 2019 @ 7:14am 
Not sure if this should go here or not but I'm finding it hard to get the relics in a timely fashion usually by the first boss I don't even have one.

Another thought: the basic transformation card should, imo, have innate but be at 1 cost. Then the upgrade removes the cost. As it is, it's the first thing I upgrade if I don't need to rest.

Otherwise I'm loving the mod. (Favorite combo so far is the Magic+ attach card and Usagi crybaby upgraded)
Last edited by DirtNap; 9 Jul, 2019 @ 7:16am
andrewwang36 10 Jul, 2019 @ 1:37am 
The heal cards really need to exhaust after being played, since currently you can just full heal off random hallway fights over a dozen turns which is boring and trivializes hp loss from elites
IkomaTanomori 10 Jul, 2019 @ 8:46am 
Overall, the senshi feels weaker than the core classes of the game, largely because there is no way to deal with Status cards. The Ironclad deals with these through Evolve and exhaustion cards. The Silent has abilities to draw and discard to get rid of status cards in hand. The defect has the ability to stack up powers and orbs so that it doesn't matter if its hand is stuffed with status cards.

The Senshi is just screwed if dazed/wounds/burns build up, not counting the colorless card Purify. This also means curses are worse for the Senshi than for the core classes.
Locke Dunnegan 13 Jul, 2019 @ 5:32pm 
I'm loving the mod so far, even though I never watched the show. The recent update has implemented some improvements addressing concerns I was formulating before I thought to give feedback, so it's great that you're actively working on the balance and feel of the character! Keeping the healing around but drastically reducing the ease at which you can heal grind feels very nice, even though many would consider it a "nerf" to the mod.

That said, I hope the Magic system continues to get tweaked. It either feels vastly underwhelming and slow, even for many "lucky" Powers builds (like getting a Mummified Hand off the bat), or the stars align and you blast everything in a couple turns while healing any damage you took. The thing is, though, the Powers that exclusively give Transform X before upgrading are probably the worst Powers in the game. They require synergy with at LEAST the starter relic (which is underwhelming still), upgrades, or some sort of energy cheat, combined with quickly building up Magic and/or Determination somehow and THEN using a card with the Magical or Magic Block keywords to see a payoff. And now that the more egregious uncapped Magical cards have seen a nerf, it makes the payoff seem underwhelming. Some of the Magical cards do literally nothing if you don't have Magic! And the base Transform card doesn't even have Innate until upgrade, so if you get those cards early they are basically curses! Which the Senshi can't interact with, as mentinoed in the previous poster! It's just the one piece of the puzzle I haven't quite figured out, since why would I go for all of that when I can just go Teamwork or Determination turtle builds? More reliable, less setup, good reward.

EDIT: Oh and Odanga Head is better now but still seems niche enough most of the time to not be a pick in most situations. Maybe add Retain? A lot of status effects last two turns, so unless you have it in your hand the turn you are hit, it isn't doing much.
Last edited by Locke Dunnegan; 23 Jul, 2019 @ 6:15am
rycedyke 14 Jul, 2019 @ 10:26am 
I want to start out by saying that I *really* appreciate this mod. In fact, my demo-ing of the mod caused several friends to buy the core game expressly to play this mod.

As feedback on the 7/12 update, the nerf on the Moon Healing Escalation feels.. I'd say too much?
There are non-exhausting heals (see Bite), and the exhausting heals tend to either be cheap energy-wise (e.g. Bandage) or scale with damage done (e.g. Reaper). As it was, the card+ was a cornerstone for playing in Ascension, but now it's an expensive block that only kicks in after multiple turns (after investing cards & energy to build up magic). Given the weaknesses/slow development relative to the core characters, might I suggest either increasing the one-time heal (probably to something like 10, or limited scaling with magic), or possibly reducing the heal to 2 or 3 but allowing it to recur, rather than keeping the heal as the (+) on the same cost card?

Thanks for the consideration, and I appreciate the rapid turn-around on the other fixes and the work that you're putting into development of this mod!
Dr. Acula (Link) 17 Jul, 2019 @ 8:43pm 
Have to agree, the exhaust/limited heal nerf is too much. Senshi has no sustain now, and given that status effect nail her to the wall (vulnerable just wrecks her), she's a lot weaker now. Maybe upgrades drop exhaust? As it is, it makes Sailor Pluto cards just suicide to play, since those depend on Senshi having some sustain to keep her up.
ryushimojii 18 Jul, 2019 @ 12:00am 
Well, I haven't played it enough to have too much feedback, but have you considered any updates in the future to have the different inner scouts with their own starting packs? I understand if that would be an undertaking along the lines of making an entire new character, but food for though.
Fellshadow 22 Jul, 2019 @ 6:56pm 
Moon Power feels very op atm with the fact that it entirely loses its downside of using up all determination from its upgrade along with scaling so quickly in damage, since there are 1-cost cards that add 2 determination (i.e. 10 damage to moon power).

Perhaps the upgrade could be "Lose half your determination stacks" instead, or the damage added by determination stacks decreased (like, maybe 2 damage per stack, 3 or 4 when upgraded, instead of the current 5)? Personally i feel like the former would be the better alternative
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