Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
I'll probably be nerfing the Str Gained from his innate power at lower ascension. He's a bit too strong.
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.
OTOH Radiance is pretty much a trivial punchbag and needs some harder attacks or gimmicks to be challenged.
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.