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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.
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.
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.
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.
-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!
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
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?
(yeah i looked at the picture i took and it was raining at the time) :)
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.
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.
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)