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Wording problem with Unweft is noted, thank you!
stealth is surprisingly balanced and really enjoyable unlike most damage avoidance mechanics ive seen. Precision scales VERY hard very fast, especially against more passive opponents or with hyperspace assault and recursion.
There is very little card draw and deck manipulation which can be frustrating since even the best decks will struggle to find what they need with a bad draw. This also makes it hard to ensure retrieve is live when you want to. To help alleviate this I have an idea for a card and a relic:
card: 0 cost provision up to 3 cards, draw a card. exhaust. upgrades to retain .
This can let you set up a combo, tutor for a card if your deck is empty or make you not redraw your deck on the following turn if you need to be able to retrieve
Relic: at the end of your turn you may Provision one card. this lets you re-trigger on draw effects and also have more control over when you redraw.
Its not super powerful on its own but with some synergies its great and even without them it can reward a clever player by allowing them to set up future turns alleviating variance.
Precision scaling to the point where most enemies can be 1- or 2-shotted seems like an acceptable phenomenon to me personally; it seems to require enough commitment and (frankly) luck to pull off such that the payoff is not too dominant over other strategies. However that may not be true outside internal testing so I'll keep an eye out.
The lack of card-draw (like the staple block/damage+draw cards of the other classes) is at least partially intentional, but I agree that having more ways to counteract it without simply capitulating to the status quo will be helpful.
Your card and relic ideas are noted, the relic idea is intuitive, balanced and unique enough such that it will most certainly make it into the next update; the card is somewhat obtuse in terms of aesthetics, but the essential idea of controlling when your deck shuffles and simply having more provision sources is good. Thanks again for contributing!
- After a combat where you gained unreality, having your max HP restored can heal you; for example, if you were at 50/100, and got more than 50 unreality, then you would be healed to full. I feel like this is too powerful; I never actually cared about damage unless it killed me, since I could just heal it by applying enough unreality.
- Paradox Engine+ says "whenever you play a card this turn, apply 6 unreality and draw 2 cards", but I think it actually currently applies only 3?
I also came up with another relic idea: while you have both precision and stealth you have +2 str and dex. Hard to maintain up at all times but makes for some fun planning of turns and encourages not going all in on either if you pick it up.
As for the relic idea, I can see something similar that confers an immediate benefit if you end your turn with equal non-zero numbers of stealth and precision, strength and dex are harder to work with since almost every card reduces one or the other (barring extraordinary circumstances under which the run would already be super strong, and relics shouldn't make strong runs stronger while doing nothing for weak runs, imo) Something like giving the player X block if ending turn with equal numbers or dealing AOE damage might be more useful, but the overall idea of micro-managing the numbers to achieve some effect sounds good to me
So what ends up happening is you get stuck where the synergies need to already have the exhaust pieces but the exhaust pieces are often not worth picking before you have the synergies. If you look at ironclad you are happy to pick up true grit if you can upgrade it even if no other cards you have create statuses or synergize with exhaust. The random card generator and the 0 cost block that shuffle themselves back in are very rarely going to be like that.
And theres few ways to stretch the mileage of the exhaust cards you do have by say, picking them back up with reverse engineer since yknow, youve exhausted them. Even just more ways to create dazes and voids could help so you can get some sort of foothold in exhausting cards and arent forced to ignore that part of the cardpool or take blind leaps of faith.
The tooltip ambiguity on stealth has been noted, thanks for pointing it out! It's easy to overlook that stuff after getting too used to how the mechanics work
I'm uncertain if that's necessarily a bad thing, but if there is any elegant solution to making exhaust builds have a lower floor without unbalancing the "ceiling", I'd be interested to know