Slay the Spire

Slay the Spire

Pan's Trinkets
pandemonium  [developer] 21 May, 2022 @ 5:33am
Balance suggestions/issues thread
If there's a trinket you feel like you would never take, an upgrade that feels very underwhelming, or a trinket that trivializes the game, please tell me.
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Showing 1-10 of 10 comments
B1a_Z3n 3 Jul, 2022 @ 8:32pm 
Would love to see hungry coin be redesigned, love the idea of a mini-ritual dagger, but feel like the gold cost ends up being way too much to justify taking it over other trinkets

feel like any of these changes would make it a lot easier to play without necessarily breaking the card

- Cost a set amount of gold that doesn't scale with the damage
- Only cost gold if fatal / if not fatal
- cost a set amount of gold when picked up
- significantly increase the damage scaling to make up for losing so much gold

Although personally if I were to redesign it would love to see

0 cost
deal 1 damage, permanently increase this damage by 1(2 when upgraded)
pandemonium  [developer] 12 Jul, 2022 @ 1:45pm 
I changed Hungry Coin, the cost starts higher (10) but doesn't scale with the damage. It also costs 1 energy. Playing it once means you pay 10 gold to play a strike, but with just 50 gold you have a 1 energy deal 18 damage, without an upgrade. Admitedly the mechanic of paying gold repetively to scale a card is hard to balance, but I do want to keep it.
Chad Malakus 7 Aug, 2022 @ 5:31am 
I've played with this mod in a few games and a reoccurring theme I've noticed is the cursed idol is run breaking. A 20 hp heal alongside a max hp increase for the cost of essentially adding a slimed to your deck seems to be too much value. I'd say the cursed idol probably saved about 40% of the runs I've had no business winning. I'd recommend either greatly increasing its weight, lowering the amount healed, giving it "large", and/or making it unplayable (like wound).

There is another trinket that I forget the name but it is essentially a mini apotheosis at uncommon. This feels like another run breaking card that can solo runs especially if upgraded. I feel this card should be rare and weigh more.

Everything else seems reasonable so far and adds some interesting selection during the runs. However a sweeping change I would consider is either adding a cap on how many trinkets you can hold or a max weight. The reason being is that the trinkets are better value than most cards at their cost so limiting a deck to a select few allows for more decision making rather than just taking all the best trinkets.

Like I've mentioned I've only ran a few runs with this mod but these are my initial observations. Otherwise the mod has earned a place on my mod list and am excited to see future updates.
Chad Malakus 7 Aug, 2022 @ 7:20am 
Adding to my above post, perhaps you could leave the cursed idol the same but choosing this relic also adds a curse to your deck. I think this would make it much more fair as its now takes up two slots in the deck and comes with a significant downside. Also would be flavorful. Not saying this is the best alternative just another consideration
Last edited by Chad Malakus; 7 Aug, 2022 @ 7:20am
pandemonium  [developer] 8 Aug, 2022 @ 9:16am 
Thanks for the feedback! I'm glad you're enjoying the mod!
I can definitely believe that the corrupted idol is too strong, I have a few ideas to fix it. It will probably involve it being much more invasive in the deck.
I kind of knew Golden Feather was too strong, it probably needs a big redesign, I have to figure this one out.
Also, I don't really want to make more cards rare, simply because there's already too many rare Trinkets, so adding more would really make the uncommon pool too small.
I'm definitely not satisfied on the max weight you have towards the end of the run, it's far too high. I'm considering a diminishing return, like making it so that the first Max weight is gained after obtaining one card, the next after two cards, the next after three, etc. That also requires a complete rebalance of the cards' weight, so that will take a bit of time to make happen, and motivation from me (I'm working on another mod right now), but comments definitely help with that.
Chad Malakus 8 Aug, 2022 @ 11:35am 
Originally posted by pandemonium:
Thanks for the feedback! I'm glad you're enjoying the mod!
I can definitely believe that the corrupted idol is too strong, I have a few ideas to fix it. It will probably involve it being much more invasive in the deck.
I kind of knew Golden Feather was too strong, it probably needs a big redesign, I have to figure this one out.
Also, I don't really want to make more cards rare, simply because there's already too many rare Trinkets, so adding more would really make the uncommon pool too small.
I'm definitely not satisfied on the max weight you have towards the end of the run, it's far too high. I'm considering a diminishing return, like making it so that the first Max weight is gained after obtaining one card, the next after two cards, the next after three, etc. That also requires a complete rebalance of the cards' weight, so that will take a bit of time to make happen, and motivation from me (I'm working on another mod right now), but comments definitely help with that.

Thanks for the response. Yeah the mod is great and has earned a permanent spot on my mod list. Looks like we are on the same page about the trinkets I've mentioned so hopefully you can find some good balance. Since my first post, I've tested golden feather in a handful of runs and can confirm that it is really busted. Once upgraded, my runs were locked.

Perhaps an overarching fix to the overcrowding of the rare pool could be to add some weaker trinkets at common rarity. Doing this would allow for more design space (if you were considering adding more trinkets), and would provide more leeway to rarity shift "problem" cards. I like the idea of common trinkets also because the trinkets would still be a powerful buff for characters as its baseline is sometimes getting to choose between 6 cards.

Finally, thanks for providing the mod and accepting feedback. I don't know even the basics about modding but I appreciate it could be tough, especially doing it simply as a hobby. I can't do much other than support this mod and provide feedback but again the mod has been excellent.
Last edited by Chad Malakus; 8 Aug, 2022 @ 11:41am
pgames-food 15 Aug, 2022 @ 5:19pm 
hi pan, i was thinking about the Plan trinket...

maybe it was just me and that i liked one of the other trinket choices more, but it seems that i have been skipping on taking The Plan card ever time it appears...

what do you think about doubling its cost into (2), and increasing its weight by 1 or 2 (but also adding the effect of "if you retain any of these 3 cards this turn, they become upgraded next turn". - this would probably encourage me to pick the card :)
pandemonium  [developer] 16 Aug, 2022 @ 4:46am 
I can see how The Plan can be kind of underwhelming compared to other trinkets. Upgrading the cards at the end of the turn is actually a really nice idea. It probably doesn't justify a 2 energy cost, but it would definitely make it more interesting and keeps the flavor of the card. Great suggestion :)
pgames-food 16 Aug, 2022 @ 6:55pm 
ah ok cool :)
Chad Malakus 27 Sep, 2022 @ 4:25pm 
Would love to see a mod config option allowing us to set the max weight for runs. Even keeping it fixed at 10 seems quite strong. On my runs I could see limiting it to 5 or 6
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