Slay the Spire

Slay the Spire

Acts of Hallownest
VenIM  [developer] 23 Apr, 2020 @ 12:57pm
Balance Concerns Here
I know that Act 3 is a little bit weak currently. Will be buffing it up some more soon.

I also know that Swarmed is used a bit TOO frequently in act 1.

And for some characters Crystal Guardian is a nightmare.
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Showing 1-15 of 16 comments
Starry Eyed Zee 23 Apr, 2020 @ 8:41pm 
Impressive amount of high quality work. Thanks for this.
Hornet seems pretty easy to get into a ridiculous defensive stalemate with if using a less aggressive deck. I'd recommend her not using the spike trap if she already has 4 (or some similar number) stacks or more of plated thorns.
Gura and Aless 25 Apr, 2020 @ 3:15pm 
Hey, my fiancee and I have been playing the Hell out of the acts over the past few days. It's been a great time. We've probably clocked at least 10-15 hours combined so far but, tbh, that's still pretty early impressions.

Anyways, could definitely nitpick a few encounters, but honestly the only obvious ones that seem way off are Soul Master, who feels like a cakewalk regardless of character/deck, and Grey Prince Zote needs you to have a very specific kind of deck for his mechanic to make up for his bad stats.

Although, while some of the encounters feel arguably too controllable or 'fair', it does feel noticeably easier than the base acts - but I actually think that's mostly due to the events.

Encounters do seem broadly even, although not many seem to have a Cultist-esque scaling threat in them; there's a good handful kind ones, and a few horrendous ones like 3x Mistake in Act 2 (got stuck in that fight for like 20 mins one time, oof), but wins seemed to come more consistently because you're pretty insulated from RNG - there's very few events which're negative or weighed against the player, most of them are either positive events and/or ones you can escape from unscathed. That's ofc true for Act 1 of the classic acts, but not so much for Act 2 and 3. It does make running through the random tiles feel a pretty 'safe bet' unless your luck is totally atrocious.

To be fair, rather than calling it 'easier', except some of the Act 3 basic encounters as stated, it's mostly just that with more monsters having attack patterns and interactions and less risky events, once you're basic familiar with the acts, it should be a lot more consistent, you've got (even) more control over the run. I never thought I'd be missing bad RNG but, unless we got insane luck, maybe the pool could use a few more short straws! The events themselves are a joy though, lol.
kekarook 27 Apr, 2020 @ 4:56pm 
please turn mr mushroom from a normal encounter into an elite he gains to much strength and armor for him to be a random encounter
VenIM  [developer] 28 Apr, 2020 @ 11:43am 
Originally posted by kekarook:
please turn mr mushroom from a normal encounter into an elite he gains to much strength and armor for him to be a random encounter

I'll probably be nerfing the Str Gained from his innate power at lower ascension. He's a bit too strong.
SloshFace 28 Apr, 2020 @ 8:27pm 
Really loving this mod, personally have played StS forever and love hollowknight (wish I was as good at HK as I am at StS)

Just wanted to drop some encounters here that I think that are a little strong:
3x Siblings: don't know if I'm missing something about them, but they hit like a truck and regen 15 HP every turn while also blocking each other.
3x Mistakes: the healing mechanic is very cool but they heal a ton, especially when you need to block and can't afford to attack on a turn
Mr. Mushroom: the adapting reaction passive is super cool, but also gives the feeling of: whatever I do, I will get punished for it and gives little counter play

Also one small thing with Mantis' parry: I was running a huge poison/infection deck and was steamrolling when Mantis parried and pretty much one-shot me bc of all the poison damage taken. Made for a very funny moment, but it means that most poison decks will get hard countered there, not necessarily a complaint, just food for thought.
cml 2 May, 2020 @ 3:36am 
There is an infinite damage combo consisting of (non-upgraded) City of Tears Map and Pogo Strike.
SandTag 5 May, 2020 @ 5:29am 
i mean the form shift on hollow knight instantly killed my charecter mid attack (it was a multi attack and it deal 90 thorns damage) and there is no indication that the form shift will occur.
nedsociety 23 May, 2020 @ 9:50am 
Corpse Explosion card do not work properly for enemies that don't die immediately. Didn't check Critical cards but they might also have the problem as well.
nedsociety 2 Aug, 2020 @ 3:53pm 
Act 3 A20 bosses are so unbalanced. Zote is ridiculously insane for any slower decks. This is probably due to his minions incredibly durable compared to standard minions in StS. I suggest at least to remove Flying buff from one of his minions.

OTOH Radiance is pretty much a trivial punchbag and needs some harder attacks or gimmicks to be challenged.
Marfolog 19 Aug, 2020 @ 8:00pm 
There are some enemies you can stall forever, example being Elder Hu, when left alone. It leaves room for a lot of abusable healing(using the spore shroom power for example)
Shanakor 7 Sep, 2020 @ 9:31am 
parrying for hornet should probably use the guardian's system of having a buff with a number so you know how much more you can push them0, same with hollow knight telling you he'll gain perma regen when you push him past the thresholds.
Ouroboros 8 Dec, 2020 @ 8:19pm 
Mister mushroom is, frankly, a horrible encounter. Even on runs where I am feeling op, I have never once managed to actually kill him, only get close. Maybe that's the point, I don't know the source material, but my "reward" for encountering this "normal" combat is moderate to severe damage and a card I don't want in my deck the majority of the time, great. The fact that his stance reacts to literally every card you play doesn't make it feel strategic or fun, it feels punishing just for existing.
jbcall 24 Feb, 2021 @ 9:24am 
The Shrine of the 3 Dreamers event doesn't seem very interesting to me. If I understand correctly, the only two options are to take 10 damage or to acquire the Dream Nail relic. I take the relic every time because I don't want to damage. The event needs to have some meaningful choice in it, so perhaps the player could acquire some other bonus that's roughly equal in power to the Dream Nail, that perhaps requires the player to make a strategic decision.
fannalol 21 Mar, 2021 @ 3:46pm 
"Mistake" uses its debuff too often. It's super unfun to play against. Same goes for Nosk. A couple times I had to abandon my run because it put debuffs too frequently too much, -6 weakness I ended up not being able to damage it at all.
A Bus of Nuns 25 Mar, 2024 @ 7:26pm 
The Three Siblings in Act III are legitimately worse to deal with than most of the elites. By healing 16 each turn, you need to consistently burst for above 32 if you want to actually chip away at their health. Compare this fight with the triple Darkling fight and you can easily see how much stronger they are.

Additionally, the Colosseum Event also seems like a waste of time. Zote the mighty dealing 250X5 on the first turn with 999 health means you can't ever take the fight, so it becomes do one fight and abandon the room, with zero progression or benefit. Its a knowledge check.
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