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For 1, I'm not sure what you mean by Milling while the draw is empty feeling exploitative- If you Mill while the draw is empty, you don't get any value out of the Mill, so it seems balanced to me.
2- I felt Grave Digger was too underpowered last time, so I probably overbuffed it to compensate. I'll look to rebalancing it again for next patch.
3- Emerald Splash is being changed to Exhaust, and Treasure+ is no longer buffing Gem Size, so larger Emeralds will be much less common. Perhaps Emerald Splash+ could do without upgrading Emerald size as well.
That said, I do think it seems somewhat broken. I played at A0, so of course the game was easy, but some things stuck out as being especially problematic:
- The event blalo'u mentioned where you can increase your void relic seems too strong. I used it three times, and was able to Mill my whole deck almost every turn, giving me 5 str and dex most of the time.
- Cracked Crystal Ball was also ridiculous. With healing cards (reap?), you could kite every enemy to gain full health. I know Ironclad does this too, but reap cards are uncommon.
- Reap seem in general easy to exploit with a bunch of 0-cost cards.
- There are some very high numbers on common cards. These stick out: Doomed attacks for 14, Thoughtseize for 10, Partake blocks for 8 at 0-mana.
- the starter crds feel too good. Especially Soul Bash. While Corporeate can be removed at some point when you have enough mill, Soul Bash will be basically never to be removed. It has Riochet, it costs 0, and it practically deals 6 damage (kind of even more with the amount of double and triple hit cards you can have access to)
- Mill feels too .... easy? Forge Soul can be really strong, Brass Magnet is one card I loved to pick when I have a few ways to mill, Spelunk can easily fill up your gem slots, but the worst offender is Runic Thoughts. It generally leads to me overdrawing and snappicking any 0 cost cards
- a lot of block cards seem to be giving quite a bit of block, especially with the saphires. (maybe its just spelunk...? Wear the Goblet at least needs some investments)
- there are a lot of cheap multi hit cards or AoEs, which are especially deadly with Void (Eye Poke, Emerald Splash or Shrieking Blast). You can also increase damage via Doom or Vigor.
Well, thats my initial impression. Generally, though, I quite like this mod, it plays quite smoothly. I just keep falling into the mill archetype so easily
Runic Thoughts is in a weird spot. Its current iteration is probably indeed way too strong, but I'm not sure what else to do for a rebound-themed power.
- Keep the 3 damage / 3 Vigor, and increase the cost to 1. Upgrade to decrease the cost to 0. As such, it initlally is basically a strike that also riocheets and enabled multi attacks.
- Changing Corporeal to Temperance does sound fine in my opinion. It would indeed be less confusing all in all, and wouldn't make it to be a mostly better defend.
- Now, Runic Thoughts is a weird one. Changing it can make it too weak, while its current iteration is overtuned. Hoe about unupgraded it only riocheets 0 cost cards, and the Upgrade, instead of giving Riocheet to itself and reduce the cost to 0, it would simply adapt the riocheeted cards to also be costing 1?
The way it currently is, it has too many synergies. The Relic that mills your whole deck at the start of your turn, or the card that does - both easily give you access to Runic in turn 2. Add in the relic that gives you block whenever you riocheet a card, it can become monstrous. Removing its inherent riocheet makes it a bit harder to find and less consistent (or rather, powerful).
I will keep you posted on further feedback. I am still trying to find a different archetype without falling into mill (since its so central and useful with a lot fo things). I do think that the power that returns exhausted cards after 2 rounds into the library feels ... not good? Basically, I rarely go into that many rounds in hallway fights, and its mostly the Bosses where it actually does something. But the effect is not noticeable either, and there is already a relic that does it, turning that power completly obsolete. There is the other one, which gives you 1 Void at exhausting - and it feels too slow. There are just a couple of ways to recurr cards, and even if you played 4 exhausts, it is a drop in the bucket at the turn it actually may be online.
Maybe thats just because of the low ascension, but that was my experience.
I would have proposed that Diamons would instead give a buffer on being chipped, while also not being affected by size increases (to prevent having basically 2 buffer for the rest of the fight)