Slay the Spire

Slay the Spire

Ferrothorn
Diamsword  [developer] 6 Jul, 2022 @ 5:58pm
Suggestions
Any ideas or balance or whatever that could be added/modified/removed to the mod to make it better ?

Tell me here or via dm
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Showing 1-15 of 15 comments
Tindera2 7 Jul, 2022 @ 9:44am 
Hey just played a run, the mod is a lot of fun, really well done. Did not encounter any bugs so far, but will keep playing. The only two suggestions I have is that it may be a bit strong as I have only done 1 run and beat the heart and maybe there might be a way to make better use of "seeds". Seed flare seems pretty mediocre as a card and I wonder if it could be reworked to have synergy with "seeds" as atm they seem like shivs but with fewer synergies. I like the idea of being able to make a "seed" deck and using worry seed to make your seeds into insomnia when you need block. Maybe even have them synergise with "leech seed"? Ofc these are only suggestions and I don't mean to come off as severely critical, I do really like the mod.

EDIT: Having played another run I think what makes Ferrothorn a bit too strong is its health pool. It might be worth dropping it to 80, like the Ironclad, especially since there are a few ways of healing and a way of increasing max health (Heavy Slam should then be changed too).

EDIT 2: The game becomes a bit laggy in the rain weather, this could be a problem on my side though.
Last edited by Tindera2; 12 Jul, 2022 @ 4:11am
Roda221 9 Jul, 2022 @ 10:08am 
This is really fun. Just needs a balance patch. I'm giving these next suggestions cause i really like the mod and i want it to be successful.

1. 100 HP is really strong. lower it to 80 like Iron Clad.

2. Ferrothorns description says his defense cards are strong but his attack cards are weak. This isn't the case. Several of his 1 cost attacks are dealing 10-14 damage. The damage on most of his attacks needs to be reduced to match his description.

3. Cards need to more synergy. I really like the Exhaustive mechanic (cards exhaust after a certain number of uses). When I saw the Exhaustive keyword I totally expected to find cards that would give Exhaustive stack back, allowing me to play exhaustive cards more but there doesnt seem to be any card like that. If the cards worked together alittle more it would make the mod 10/10.

Lots of fun with the mod looking forward to seeing balance patches.
There's nothing saying what each weather does, like Wrath or Calm do on Watcher.

A lot of cards say "activate the exitting effects of your weather," but don't actually end the weather, which is counterintuitive compared to Watcher's similar gimmick.

While Ferrothorn was pretty heavily used in the Weather Wars generation, I feel like something like Castform would be better suited for weather as a gimmick.
SandTag 11 Jul, 2022 @ 12:22pm 
Originally posted by Roda221:
This is really fun. Just needs a balance patch. I'm giving these next suggestions cause i really like the mod and i want it to be successful.

1. 100 HP is really strong. lower it to 80 like Iron Clad.

2. Ferrothorns description says his defense cards are strong but his attack cards are weak. This isn't the case. Several of his 1 cost attacks are dealing 10-14 damage. The damage on most of his attacks needs to be reduced to match his description.

3. Cards need to more synergy. I really like the Exhaustive mechanic (cards exhaust after a certain number of uses). When I saw the Exhaustive keyword I totally expected to find cards that would give Exhaustive stack back, allowing me to play exhaustive cards more but there doesnt seem to be any card like that. If the cards worked together alittle more it would make the mod 10/10.

Lots of fun with the mod looking forward to seeing balance patches.

1: No lol.

2: The lack of scaling is what makes the attacks weak, they are not valuable long term picks.

3: Valid point, although im not sure how these cards would fit with the theme, perhaps "entrainment" and other things could be used here.
Summerbreeze 13 Jul, 2022 @ 6:19pm 
Some thoughts:
-Worry Seed exhausts itself, not sure if this is intentional but if it is, it should be noted on the card.

-Sticky Webs effect should probably function like scales where it procs once when attacked, not based on the number of attacks because upgraded taunt + sticky web in a small deck gets pretty crazy.

-Stamina is pretty interesting especially with attacks that get modified by block value, but I feel like you should have more than 2 cards that generate it.

-Weather is awesome, the weather exiting effects are weird sorta. The ways to trigger them is with Growth which you start with, defog until you upgrade it, and the common weather cards. However you have to have two different weather cards in order to proc the effects. This makes these cards kinda useless if your focusing on a single weather type. I'd recommend letting the common weather cards trigger the exit effect if your already in the appropriate weather. (Maybe only on the upgraded version instead of reducing the cost?)
(I guess moonlight also changes the weather, but it exhausts so no really a reliable way to trigger the exit effect. Honestly moonlight could just read "Choose a weather to enter" and the upgraded version doesn't exhaust and it'd be pretty decent)

-Substitute should probably be a power

-Endure should also probably be a power

Overall, this might be one of my new favorite mods, great great job!
Diamsword  [developer] 31 Jul, 2022 @ 5:47pm 
If you could name exactly where errors are it would help, also i don't see what you're talking about when mentionning the top left namecard, "[PLAYERNAME]..." reads, "ferrothorn", rather than "The Ferrothorn".
About art work i'm a bit lazy but perhaps some day i'll do it, tho don't expect it.

Events why not but haven't really though of it yet. I guess as soon as I'm diving into modded events you'll see some on every of my characters
pgames-food 7 Aug, 2022 @ 8:05am 
hi i like the concept of weather, it adds cool things,
but on my older system, some weathers like rain and sandstorm have a big impact on my computer game speed..

when i went into the options to see if i could reduce the effects or number or particles/speed on the screen, i could only find options to "increase" them :)
(but fingers crossed that might also mean that there could be an easy way to add an option to reduce them too? :lunar2019grinningpig:
pgames-food 7 Aug, 2022 @ 8:09am 
btw when i play "growth", it didnt mention anything about "seeds" in the card or rollover text, but when you play it, it gives you 2 seeds.. (maybe if there is space at least in the rollover text, it could mention that it gives seeds?)
Diamsword  [developer] 7 Aug, 2022 @ 8:30am 
gives seed only in rain, will add a card to preview when in rain tho
pgames-food 7 Aug, 2022 @ 9:04am 
ah ok cool, thanks
(yeah i looked at the picture i took and it was raining at the time) :)
Human The Tree 24 Oct, 2022 @ 4:11pm 
Probably one of the best modded characters I've ever played. The choices you made to adapt Pokemon moves into cards and relics is inspired. There are two areas where I think it needs help though. The first is energy generation. Outside of the effect of exiting sun, After you, and the card magnet rise, there aren't any effects which generate energy. Gaining dexterity to increase the efficacy of defensive cards somewhat alleviate this, but it can be a struggle. A Good way to fix this I think would be to make the growth effect of sun give 2 energy instead of 1. I also think it would be nice if Rock Polish provided the grow effect instead of removing frail. It's a bit strange that there are no uncommon cards with the grow effect.

As for relics, I think they're a bit on the weak side across the board. Skipping relics never feels good, and can sometimes be run ending, and having all the uncommon relics be based around different weather can make the feel like dead weight. Dry Skin should probably provide more block to balance its downsides. 4 -> 6 seems reasonable. Alternatively, it could probably be made a common relic with its current power level. Additionally, it would be a nice QOL change for sand veil to weaken enemies at the beginning of the turn, so you know how much you need to block for. Drizzle should either be a rare relic in its current state, or spawn the weather of your choice in all combats. I'm not too fond of Solar power. I think you should replace it with another sun themed relic. Here's a contender- Chlorophyll (rare) gain 1 extra energy when exiting sun. All the other relics are in a good state IMO.

And finally, as other people have said, 100 starting max hp is too much. 80 or 90 would be much more reasonable.
vincent Solus 30 Oct, 2022 @ 5:38am 
The cards that set the weather to one spefic weather, are kinda of down grade when upgraded for becoming exhaust, depending on how you are playing, if just want to set one especific and be done with it it is good, but if wana play around with it, changin it all the time and with the exit bonus it just bad.
I was having a good sinergy going sunny and rain, then i upgrade the rain one not noticing the exhaust, and that just ruinned my deck..
I think 0 cost grow change weather, is bit too strong without the exhaust, cause pontential double trigger of exit effects, but with exhaust just ruin one play style, idk what the upgrade could give instead of cost reduction.

And before someone say "Just don't upgrade it", theirs a lot of good random upgrades in the game and apo(g)teose, forcing someone to dodge all those is pretty bad...

Not sure what would be a solution to to please both sides, the ones that want to just set the weather, and the ones that want to cycle the weathers, but i really feel like i should raise this issue. some mods alow the player to chose stuff when playing a card, but having to chose if should exhaust every time you play it can get anoying pretty quick.
Diamsword  [developer] 30 Oct, 2022 @ 5:48am 
didn't think about apotheose and random upgrades which are definitely to be considered, branching upgrades can be a thing as you are able to lock your upgrade to one of two options but I'm still not 100% happy with this solution, will try to figure out something
pgames-food 30 Oct, 2022 @ 1:30pm 
maybe theres an easy way for the weather cards, to simply "activate" the new weather now for a turn, and then it goes back to the previous one (unless a card is exhausted?)

the only issue i ever get with the weather cards is the effects still cause a lot of slowdown for my old computer (even with the lower settings ticked)
Diamsword  [developer] 30 Oct, 2022 @ 4:00pm 
Could you name which weather causes lag ? I tried reducing rain to the max it's barely recognisable
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