Slay the Spire

Slay the Spire

The Alterego
Evillevi 19 Oct, 2020 @ 2:37pm
Balance Suggestions,
TLDR: Game is fun, but balance is a bit off since there's a lot of viable paths but no simple way to introduce or test it. Recommending cost changes or number changes since it's the easiest recc to make. Discord or Even Steam PM would be useful if you want to have further discussions

Edit: I think the biggest problem is that your themes aren't consistent even if individual cards are really good. It's probably a bigger help to have a few people brainstorm on how to use the limited mechanics to fufill your themes rather then buffing individual cards since buffing is short term

Legend guide

1* = 1 energy
2* = 2 energy

General limitation on Stances.
This would come up more frequently in my suggestions but the initial cards are too expensive for your stances theme.

Impale feels bad because you need 1 very speccific combo to not ♥♥♥♥ up whether it be B-Rune into Impale or viseversa

In general things that contribute to more self damage should be followed by Brynhldr and your starting deck teaches the opposite of that philosophy by making everything too expensive

  • Impale : Should be (1*) with one strength since it's so expensive and some enemies will murder you with the current cost . Alternaively give it Brynhildr and keep the 2 cost. The logic is that it feels bad to kill yourself since Damage carries over and you're damaging yourself with no easy way to heal up. Brynhildr would combo perfectly with Impale and Parvati.......... just feels bad man without the proper setup.
  • Brynhldr: Should be renamed Pavarti rune since it's wayyyy too good with Brynhldr and you have this for most of the game. This is too good for something you start with. Alternatively give it less initial block but better scaling (2 block 2 times)
  • Big meaty claws: should be a 1*/2* card with X amount of rocket punch (exaust version). THis is because you kind of want to teach new players what Durga is meant to do.
  • Palingenesis : Edit : There should be a card text like "This can be upgraded multiple times"
  • Rake should be 3*/4*.
  • Bust out IMO should be changed . It's an amazing card in an already overstuffed theme (Retain) that said this is more for multiple playstyle then anything inherently problematic with it.
  • Excercise is way too weak.
Last edited by Evillevi; 20 Oct, 2020 @ 2:45am
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Showing 1-10 of 10 comments
Gen X not Boomer 19 Oct, 2020 @ 10:00pm 
Has anyone else experienced that Palingenesis can be upgraded indefinitely? +4 if I remember is the sweet spot before it becomes a liability. Probably why it's gold. I think the deck works really well the way it is. The difference between the upgraded and not upgraded cards is bigger than you're used to. I like it. A lot of cards feel like a liability until you upgrade them; just another wrinkle in your thought process.
Evillevi 20 Oct, 2020 @ 2:33am 
Originally posted by CutDownTheMightiestTreeWithA:
Has anyone else experienced that Palingenesis can be upgraded indefinitely? +4 if I remember is the sweet spot before it becomes a liability. Probably why it's gold. I think the deck works really well the way it is. The difference between the upgraded and not upgraded cards is bigger than you're used to. I like it. A lot of cards feel like a liability until you upgrade them; just another wrinkle in your thought process.
That's amazing. Thanks for the tip :)
Evillevi 20 Oct, 2020 @ 2:45am 
Originally posted by CutDownTheMightiestTreeWithA:
Has anyone else experienced that Palingenesis can be upgraded indefinitely? +4 if I remember is the sweet spot before it becomes a liability. Probably why it's gold. I think the deck works really well the way it is. The difference between the upgraded and not upgraded cards is bigger than you're used to. I like it. A lot of cards feel like a liability until you upgrade them; just another wrinkle in your thought process.
As a side note the card should then say that it is infitely upgradeable. The Red Guy's card has that description
some (momi) 20 Oct, 2020 @ 5:50pm 
The more I play the mod, the less overpowered I feel she is - there's a few strong combos (notably Durgha+Deft Claw [upgraded]); overall she's quite fun, and balanced well enough.

That said, switching stances feels clunky, and is more fun to think about, than actually play with. Perhaps I haven't fully gel'd with the playstyle yet; and figured out planning to switch stances in future turns - a lot of it is what you draw though, as you want certain combos for maximum stance usage.

() Durga stance sounds great, but with most of her attacks not applying status effects; it's largely a wash. Sure, it can double dip eventually on strength bonuses, but outside of that... :shrug: It also makes Thorns significantly more painful. - I probably haven't seen all her cards that are designed to really interact with it; but out the gate it feels like its a skill designed to use other characters class cards more effectively, instead of her own. -- Additionally, the X cost "Enter Durga" stance is weird; the best aspect of it is that it can be 0 cost, so it can set you up for future turns. Most of the time though, playing it with any amount of energy remaining feels pretty bad; the shivs, while fun, are less fun than combing it with other cards in the same turn [but Shivs have their own thing going for them, so :shrug:].

() Brynhildr stance is her best stance by far; it has no downsides, and is essentially a better version of the Ironclad's starting relic [Heal 6 hp after each battle]. Its largest negative is the cost to enter it; which itself seems to be fair enough given all the effects, but that cost on top of the costs of switching back and forth from other stances - it adds up quick; and makes me think it's likely just best to stay in this stance once you're there.

() Parvati stance is... tough to evaluate. The starting card that puts you there doesn't feel fantastic, as it gives the enemy extra strength, which is less fun - but mechanically perfectly in line with what you're trying to do [as them getting stronger means its more likely to trigger the effect]. Getting an extra turn after taking a hit (due to stun) is definitely powerful, but a lot of the time the extra turn may have been a status effect or something; so it's tough to make ideal use of.

I think you could get away with removing the base stance-changing cards; instead replacing [one of] them with a 1-cost "Stance Dance" card: a card that lets you choose one of the three stances, and then puts a 0/1 cost card [which exhausts itself] into your hand that changes you into that stance. This would allow for more stance changing possibilities, while also allowing you to finer-tune the cost/benefit out the gate - as the base card would cost 1 energy, the newly generated cards could cost 0 or 1, and have (or not have) an additional effect right away [which would determine if they're 0/1 as well]. This would also allow for greater emphasis on other cards in the pool that actually change your stance to a particular stance, allowing you to specialize more/make their powerlevels and costs more tuned; as the baseline starter card gets you there, but the cards you add to your deck get you to a certain stance+have other benefits. :shrug:

Loving the character, she's a ton of fun - but stance dancing is very cost prohibitive [2 energy/X energy for each stance change]; and the stances themselves are very limited in how they combo (especially out the gate).

edit: You could also potentially make the stances do something when you enter/exit them, so you're further encouraged to switch stances more frequently. That's changing the stances a bit more drastically, but it's a potential line of options.
Sleekie 25 Jan, 2021 @ 7:40am 
>balance suggestions
>no giant boob jokes
Disappointed tbh.
BoriMacaRoni 16 Mar, 2021 @ 5:47am 
Inside baseball needs to be fixed. The game becomes unbeatable if you use the card on darkling. It just resurrects forever.
wrightna 14 Apr, 2021 @ 11:02pm 
Originally posted by Sleekie:
>balance suggestions
>no giant boob jokes
Disappointed tbh.
But she has Giant boobs in the anime and they make jokes about it in the anime lol.
PvtRyan 25 Aug, 2021 @ 1:15am 
Only thing I want tbh is a "Breast Expansion" card that permanently increases the damage of the boob-weight-based cards.

That certain "appeal" aside, I do think that'd give me a reason to actually use "Weigh" instead of passing it up for other benefits, since there's not much room for improvement if you go that route.
Originally posted by PvtRyan:
Only thing I want tbh is a "Breast Expansion" card that permanently increases the damage of the boob-weight-based cards.

That certain "appeal" aside, I do think that'd give me a reason to actually use "Weigh" instead of passing it up for other benefits, since there's not much room for improvement if you go that route.
Yeah basically this, i picked that card up once and realized it always does 48, which is respectable sure, but once i learned it doesn't scale with strength and all leaves something to be desired, an expansion themed update would be pretty cool tbh
Thieta 9 Dec, 2021 @ 4:18pm 
Originally posted by The Last Cockbender:
Originally posted by PvtRyan:
Only thing I want tbh is a "Breast Expansion" card that permanently increases the damage of the boob-weight-based cards.

That certain "appeal" aside, I do think that'd give me a reason to actually use "Weigh" instead of passing it up for other benefits, since there's not much room for improvement if you go that route.
Yeah basically this, i picked that card up once and realized it always does 48, which is respectable sure, but once i learned it doesn't scale with strength and all leaves something to be desired, an expansion themed update would be pretty cool tbh

Bruh it sounds massively that you are simply not using the card right - The fact it always does 24 unupgraded and 48 after upgrade is immensely powerful especially in the early game - Yes it can be very weaker in long fights when you get tons of strength stacks however combinging weigh + durga stance is simply amazing - It's a free 48 damage that you can easily get and use VERY early in the game, With said damage doubling if you manage to upgrade the card.

Kinda peaked into this balance thread cause curious but in all honesty playing passionlip feels generally balanced, With the biggest issue is learning exactly HOW to use her stances
I tend to constantly sit in durga/Parvati stance as it allows me to both buff myself up alot and deal with rather strong enemies, I can understand the risk of parvati stunning an enemy only for their turn to be a status turn..... Personally I've rarely had that problem, Though it does exist while I generally try to only go to bryn stance towards the end of the fight as that's what it is used for.

Overall I do think this is a rather complete and balanced mod, At first I felt like she was overpowered with all the options and effects but quickly realized that's not true - Although with ANY character in this game there are amazing combos (Example is a durga/Exhaust build for passionlip) but that's in everything - I do think that Clones is a rather strong card for it being a 1 cost that gives you 2 card dups that gain retain, Honestly just get rid of the retain and I feel that clones would be a much balanced card - I get insane combos with just about any card by just using Madness + Clones (On the card madness procc on)

I ain't gonna say i'm no expert though - I've only done about 10 runs with passionlip, With only 2 of which beating the final boss (On ascension 0 and Ascension 1 respectively) However this is what I think about this mod after putting my hours into it - My only complaint is that I've only experienced 2 passionlip related events, I hope there are more
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