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Noted, will investigate this issue. Thanks for posting this issue. Do you remember the steps to reproduce this?
I'm playing custom with the modifier sealed, vintage and heirloom. I'm always using sanana as the hero card.
It also seems to have somthing to do with using the crystal multiple times, since during a test run this only started happening after upgrading sanana with the crystal.
Thanks for the feedback. While i was testing for this issue, i found the steps to replicate the bug and found the problem causing it. I will update the mod in a few minutes with the fix.
UPDATE: the fix has been uploaded.
Thanks for the feedback.
Kibahime effect was changed to prevent odd interactions with cost manipulation effects. Kaguya now reduces the cost regardless of the current cost of the cards affected rather than only applying to the original cost.
1) i haven't been able to get artifact from Lychnos+ after the first time. isn't it supposed to give 1 artifact when first played each combat?
2) benibotan doesn't raise max HP by 1 when acquired
3) rindou+ grants 12 fixed block instead of 7
4) true damage disables The Boot relic against nemesis - it hits for 1 instead of 5 while he is intangible.
5) Alva hero card autoplays for 2 energy even when drawn the first time, when it should cost 1.
Thoughts on hero cards' balance:
quick overview on the mechanic:
With the concept that multiples improve the unique heroes down, I think its important to have variety of heroes between ones where you want to sink campfires and coins to upgrade (like Sanara) and ones where you pick it and never feel like you need to double down on them (like Tuan and Ambrose) and then still other heroes where sometimes you have builds where you want to upgrade, but still feel decent even as a single copy when you don't have relics/cards to support the upgrade value (Tram, Yuugen, Alva)
Ambrose is quite a bit overtuned. Paying 1 to deal 48 gratuitous damage to all enemies next turn (or 96 if you redraw and cast her in back to back turns) is way too much and synergizes a lot with the bonus draws from Descendant of a Hero relic. Maybe reduce the base damage per discard, and raise the flat damage on the card's upgrades?
Alva is in a pretty good spot, other than the bug where she is costing 2 energy on the first Autoplay i like all her current numbers. However, it can feel bad to go for an early Alva and then get offered high cost cards. It feels like she restricts future card pickups. Maybe consider lowering her numbers and make her just always cost 1?
Arge could use +1 more base damage. right now, if you get Arge and upgrade her at a fire, and draw her in your opener she doesn't cleanly kill the Act 2 baseball enemy through its block - its left with 1 hp remaining. It also feels bad that her upgrades don't raise her scaling damage, even against Darklings or triple Jaw Worm she isn't particularly impressive. It's not that she's an awful card - combination of true damage, scaling retain and being AOE is pretty cool - but she doesn't quite match the power of other hero cards. She's not immediately fight winning - not saying she needs to be - but also she doesn't scale particularly well in long fights outside of getting to a lot of charges and then being redrawn a few times. By the time that happens the fight is already over.
Sanara - pretty powerful. Not sure if she's overtuned. Right now it feels like if you have a block plan she's a 1 cost barricade+metallicize that also gives you 1 strength for some reason. As long as you use just enough resources to protect the temporary health between turns and Sanara has a few levels, she makes a lot of fights free health-wise. Also very strong tech against events that give you the Regret curse, as it will burn through temporary health before actual health. Maybe worth raising her cost to 2 energy? Or, remove the 1 strength?
Solais - Mostly satisfied with the base numbers. Maybe raise the skill charge upgrade from +1 to +2?
Tram - Feels just right.
Tuan - Could probably live with dealing a bit more base damage to get started. It just feels weird that you'd have a hero card that does the same thing as Chizuru, Iroha and Juubei whose selling point is "i cost 1 energy", but maybe thats just me nitpicking. Feels generic.
Yuugen - It is a bit awkward to have random hits on an assassination card. But its both a solid card in that it is a tutorable source of weakness to the deck when you lack it, and if you see a few campfires it can become a pretty efficient damage source on top of the utility. What I am saying is, theres a fair amount of deviation in how good the card feels from fight to fight. Against many enemies, this is not the assassination card you want to see. It has good artifact stripping power. The +4 total damage for 1 energy value of its upgrade feels right and powerful, but the utility of the card also makes it feel like an ocasional relevant pickup that doesn't demand upgrades when all your build lacks is weakness infliction. Good card..?
Overall the mod feels pretty good BUT I have noticed that it clutters boss relic reward screens a bit.
On bugs:
1) i can't reproduce this, everytime i use Lychnos+ i always receive artifact, in what situation did this happen?
2) Fixed the confusion about this, that card doesn't give max HP.
3) Fixed.
4) Also fixed.
5) Alva has been revised a bit to avoid this bug, check notes for more info on this.
On the Heroes:
- Ambrose has been nerfed, now generates 9 bloom petal. I will keep monitoring this card for future tuning.
- Alva now has cost 1 permanently, but nerfed the plated armor gain to 2. Maybe with this is now a bit more reliable in the long combats. More feedback is apreciated here.
- Arge has been buffed, deals a bit more damage and upgrades damage and how much she gains with charges.
- Sanara for now has been nerfed to 1 Temp HP for now until more feedback is given.
- Tuan has been revised. I think what it does now fills an important role, but more feedback here is needed.
- Yuugen now targets only one enemy and applies two instances of Weak to that same enemy, useful for getting rid of Artifacts.
Out of curiosity, in what ascensions have you played this character? This is an important factor when rebalancing.
Finally on the boss relics, maybe the relics will be moved to be event exlcusive, but i still need more feedback here before making this decision. For now it stays like this for a while.
Thanks for the feedback and the bug report. If you still have some opinions on balances, please let me know.
Thanks again for the feedback.
I decided to leave Irene's power as is and just change the description.
The bug in berna has been fixed.
Risley+ is only reducing the cost of a card by one
Thanks for the bug reporting. The issues are now fixed.
My first runs before were on ascensions 7 and below. I'm working towards higher ascensions this afternoon and reserving my thoughts on the standard card pools for when I've played them there. Today I have a few bugs to report - Isla+ is sometimes inflicting 3 instances of weak instead of 2. I will have to try out Lychnos+ again to see if I can get more than 1 artifact - before, both Lychnos+ and Lychnos- upgraded mid combat with Carat would not give me artifact. (Outside of the very first time Lychnos+ got played that run). I'l edit this once I have confirmation that it is still the case or not.
edit: Lychnos+ is still only giving artifact the first time she's played in the run. In all future combats, never gives an artifact. Further copies acquired of Lychnos+ do not give artifact either.
Oh, by the way. Nanaly+ says she reduces an instance of damage, down to a minimum of 5. What does that do exactly? When i cast her i still take the full damage of the enemy's intent and no icons on either me or the enemy i hit appear.
Another bug i forgot to report: when you buy a hero card at the start of the chapter, after picking a card the proceed arrow sends you to the next act. So say, you buy a hero at the start of Act 3 and get to skip directly to Act 4. Using the buy a hero relic after you defeat an Act Boss can force you to skip the relic if you used it right after opening the chest but before selecting the relic.
It appears Saki- sometimes gives +1 shuriken damage +2 shuriken hits instead of +1 damage +1 hit. Don't know how to replicate the bug though. It has happened once on the first fight of act 1 and once on the first fight of act 2.
This is probably intended, but i couldn't help but be surprised and disappointed when Towa+ said i didn't have a witch in my deck, which had Katara+ whose title is Witch Doctor.