Slay the Spire

Slay the Spire

The Chaser
thecheezo 14 May, 2021 @ 2:59pm
Review/Feedback/Suggestions
First off, I'd like to say that this was a really interesting class to play, and I can see a lot of potential for it. That fact that I'm writing at length about it is a big indicator that I believe that this class can be truly unique. I'll be providing my feedback/criticism in different categories. By no means this is anyone else's feedback nor is this fact/truth; I can be wrong but this is my own, personal opinion about where this mod is currently.




Character Theme - Swift Mechanic

Designing a new class from the ground up is hard. but I think that The Chaser could lean into its swiftness a little more.


Originally posted by FastCat:
The Chaser is an unknown pursuer from the foglands. He corners targets with swift movement.

One direction I thought this class was going to go was playing lots of cards for little/no cost and little/no damage (DoT, not burst). and it did that REALLY WELL. I expected Swift it to appear on more cards/be more viable than it currently is; I thought it would really lean into it more. I think that Swift either needs to be on more cards, or reworked a little bit.

Here is my suggestion for a potential rework of Swift:

Change swift from being a requirement for a card, but make it into stacks. Have your starter relic be something that gives you a stack of Swift for every 4 (or 3, or 5 , or 2, whatever you feel is balanced) cards you play in a turn.

For a certain amount of stacks of Swift, add an effect to your character. For example:

  • At 3 stacks, deal 2 damage after each attack
  • At 5 stacks, bonus damage is done to every enemy
  • At 10 stacks, every 3rd attack deals double damage.

Something along those lines that scales with more stacks that you have. You can then have cards that also play off of Swift, like you currently do (eg. if you have played 4 cards then the card does something different/has a bonus effect).

Some card suggestions:
  • Deal n damage for every stack of Swift (n = 2 or 3 or 4 or whatever)
  • Gain n block for every stack of Swift (n = 2 or 3 or 4 or whatever)

You can also have relics or powers that reduce the stack milestones by 1 (for the example, 3 stack requirement becomes 2)

Quickness also works well with this mechanic but I would have cards dedicated solely to quickness for balance purposes. Quickness and Swift (for me) really drive home the theme of The Chaser.





Character Theme - High Energy, High Damage

Another direction you can take The Chaser is that they expend a lot of energy to move swiftly. Have high cost cards (similar to Meteor Strike from the Defect) that deal immense amounts of damage. Have more energy building in the deck. Deal with enemies SWIFTLY, run them down.




Character Visuals

Definitely nothing major, and 100% not necessary, but I don't really get The Chaser theme of swiftness from looking at the character. It's pretty much like The Silent with a different mask and a hood.I imagine someone with robes like that wouldn't be able to move swiftly.





Self Debuff

I think this mechanic is actually really cool, though I don't know if really fits into a The Chaser's theme of swiftness. It may be a unique enough mechanic to be its own character.

Right now I think that building off of self debuff is really too easy. Currently there's a bug with Spirit of Conquest where it says
gain STRENGTH equal to the CUMULATIVE stacks of ALL debuffs.
It currently only adds strength per UNIQUE debuff, which actually balances it out, but if it were for cumulative stacks, it would be broken. Proxy is too good; it's easy to build and you get no negatives out of it. I think similar to my feedback of the Swift mechanic, there should be mechanics that lean into it harder. Make Proxy harder to stack, make the other debuffs easier to stack, or apply a new kind of debuff, like take 10% more damage (instead of the usual 25% from Vulnerable, for balance). This would make the other cards that play off of debuffs feel more useful. Maybe make bleeding a debuff you can apply on yourself.

This mechanic was actually the one that I liked the most because you have tradeoffs and decision-making inherent in applying a self debuff (whereas it's really not a choice for applying proxy: if you have energy to stack it and that's the build you're going for, just do it).





All in all, this mod has HUGE potential. I had a lot of fun playing the class, I had a lot of fun writing this review/feedback, and I have NEVER written a review/feedback on any game/mod on steam.

Open to discussion and feedback on my own reviews here. Thanks for a great mod!
Last edited by thecheezo; 14 May, 2021 @ 3:02pm
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Showing 1-10 of 10 comments
FastCat  [developer] 15 May, 2021 @ 7:27am 
Thank you for the informative feedback!

First of all, the opinion on Swift is great. It was something I didn't think of and I think it would be very interesting. However, I think it may be different from the existing design direction to apply it as it is. So I'm going to test this cool idea after a little modification. In addition, a low-cost card would be appropriate because High Energy has a lot of overlap with Defect and may feel out of touch with 'fast'.

Next up is Self Debuff, where Proxy and Grand Plan are intended to create synergy, but as you said, the lack of risk of getting Proxy seems to have played a major role in their power. There is no plan to change the way you get the Proxy itself, but the more you get it, the greater the risk.

The character animation is being produced, and now we have brought Silent's body as a temporary measure. Please be looking forward for it!

p.s. I used translator because my English is awful.:steamfacepalm:
thecheezo 17 May, 2021 @ 1:02pm 
Originally posted by FastCat:

First of all, the opinion on Swift is great. It was something I didn't think of and I think it would be very interesting. However, I think it may be different from the existing design direction to apply it as it is. So I'm going to test this cool idea after a little modification. In addition, a low-cost card would be appropriate because High Energy has a lot of overlap with Defect and may feel out of touch with 'fast'.

Totally; as someone who has never created mods (not seriously) but as a software developer, I can understand how it would be difficult to switch directions. I'm looking forward to where you take this. You're creating this mod freely, so I encourage you to take your time and enjoy it!

Originally posted by FastCat:
High Energy has a lot of overlap with Defect and may feel out of touch with 'fast'.

I can agree with this!

Originally posted by FastCat:
There is no plan to change the way you get the Proxy itself, but the more you get it, the greater the risk.

I think this is a good way to balance proxy; risk that scales.

Originally posted by FastCat:

p.s. I used translator because my English is awful.

LOL don't worry about it. If I had to use any language other than English, I would need a translator too.

Keep up the awesome work!

EDIT:

Just saw the changes to Proxy! I like it!!
Last edited by thecheezo; 17 May, 2021 @ 1:09pm
Dallasrose 26 May, 2021 @ 12:09pm 
my only complaint is that the card weakpoint strike seems a bit strong would maybe suggest changing its unupgraded cost to 2
FastCat  [developer] 26 May, 2021 @ 6:55pm 
Originally posted by Dallasrose:
my only complaint is that the card weakpoint strike seems a bit strong would maybe suggest changing its unupgraded cost to 2
Thank you for the suggestion!
Bernos 12 Aug, 2021 @ 9:35pm 
Really really fun character, however I think he is way over tuned. Did entire acts without taking any damage. I'm ok with a glass cannon but his base health is 81 which is way to high for a character that gets this much block and damage. He also scales way way to hard with strength and Dex. The power card that gives both is beyond broken on him. I'd honestly remove all strength and dex buffs from his pool. Its bad enough you can get bonkers amounts from the relics that proc every 3 attacks. Even if these changes went through with health nerf and removing buffs from pool, he might still be over tuned.

Once again I love love the play style and the character has sweet synergies. But dang is every over tuned.
FastCat  [developer] 12 Aug, 2021 @ 10:16pm 
Originally posted by Bernos:
Really really fun character, however I think he is way over tuned. Did entire acts without taking any damage. I'm ok with a glass cannon but his base health is 81 which is way to high for a character that gets this much block and damage. He also scales way way to hard with strength and Dex. The power card that gives both is beyond broken on him. I'd honestly remove all strength and dex buffs from his pool. Its bad enough you can get bonkers amounts from the relics that proc every 3 attacks. Even if these changes went through with health nerf and removing buffs from pool, he might still be over tuned.

Once again I love love the play style and the character has sweet synergies. But dang is every over tuned.
Thanks for your suggestion! Will refer to it when balancing.
(By the way his base health is 74:steamhappy:)
Bernos 14 Aug, 2021 @ 11:55am 
Oh well even that seems to high. I forgot I took the extra starting health bonus in my play through. Yeah he just kind of needs nerfs across the board. Currently he is just to easy to play for me to enjoy playing him more than a couple games. Look forward to seeing future updates!
Zu 14 Aug, 2021 @ 9:41pm 
Perfected stealth, already contender for best card in the pool, got buffed?
Last edited by Zu; 18 Aug, 2021 @ 6:20pm
FastCat  [developer] 14 Aug, 2021 @ 11:10pm 
Originally posted by Zu:
Perfected stealth, already contender for best card in the pool, got buffed?
My mistake. I'm considering rollback... :steamsad:
smaptister 19 Aug, 2021 @ 5:07pm 
Originally posted by Bernos:
Really really fun character, however I think he is way over tuned. Did entire acts without taking any damage. I'm ok with a glass cannon but his base health is 81 which is way to high for a character that gets this much block and damage. He also scales way way to hard with strength and Dex. The power card that gives both is beyond broken on him. I'd honestly remove all strength and dex buffs from his pool. Its bad enough you can get bonkers amounts from the relics that proc every 3 attacks. Even if these changes went through with health nerf and removing buffs from pool, he might still be over tuned.

Once again I love love the play style and the character has sweet synergies. But dang is every over tuned.

What Ascension are you playing on, out of curiosity? I'm not saying you are wrong, but I prefer to climb ascensions on the mod characters. It seems harsh to remove all forms of stat scaling, especially as kunai and shuriken are hardly guaranteed.
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