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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.
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.
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.
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.
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.
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.
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)
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.
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.
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!
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