Slay the Spire

Slay the Spire

BlueArchive + Hoshino Mod
joy1999  [developer] 3 Feb, 2023 @ 1:52am
Feedbacks
Game balance, ideas, whatever.
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Showing 1-13 of 13 comments
Zu 8 Feb, 2023 @ 4:52am 
I felt like trying my hand at rephrasing card text again. The primary goal was to save space, so filler words were omitted on purpose. Hopefully I raised clarity as well as brevity.

I buffed a few cards too but it's minor stuff. If I ever feel motivated, I might post a table like this for buffs & nerfs. Hoshino does feel undertuned as a result of the fundamental Reload mechanic, but not by much.

Reminder:
These are just suggestions. You decide what to do with your mod.

Aquatic Support
Gain 2 Strength.
Draw 2 cards.
If another card returns
this to your draw pile,
it costs 0 until played.
Autofire
Use X Ammo.
Each deals 7 damage.
Reload automatically
to keep firing.
BD Note
Put a Countdown card
from draw pile to hand
and raise or lower its
Countdown by 1.
Exhaust.
Bank Robbery
Ethereal.
Apply 2 Vulnerable to
all enemies.
They gain 15 Bounty.
Exhaust.
Bite The Bullet
Gain 7 Block.
Raise or lower all
Countdowns in your
hand by 1.
Burn The Bridge
Return any number of
cards to top of draw
pile in random order.
Gain 6 Block for each.
Buttstock Strike
Deal 7 damage.
Out of Ammo:
Apply 2 Weak.
Deep Sleep
X times: Random card
in hand costs 1 less
this combat.
Exhaust.
Determination
Unplayable.
Countdown(1): Resets
to 1. Draw 1 card.
Countdown(5): Gain 3
Strength. Exhausts.
Disguise
Gain 7 Block. +5
after Countdown(4).
Then swap this with a
random Countdown
card from draw pile.
Door Breach
Deal 16 damage.
Countdown(2): Resets
to 2. Apply 3 Weak.
Double Shot
Use 2 Ammo.
Each deals 6 damage.
Emergency Aid
Ethereal.
If below 50% HP:
Heal 15 HP.
Exhaust.
First Shot
Use 1 Ammo.
Deal 11 damage.
Countdown(2):
This costs 1 more.
Frag Ammo
Reload. Until next
Reload, each Ammo
applies 1 Vulnerable.
Exhaust.
Full Salvo
Use all Ammo.
Each deals 4 damage.
Golden Whale
End of combat:
Gain a random relic.
33% chance to gain
a random Curse too.
Incendiary Ammo
Reload. Until next
Reload, each Ammo
deals 5 damage to all
enemies.
Exhaust.
Leave It To Me!
Use 1 Ammo.
Deal 10 damage.
Gain 0 Block.
+4 Block per floor
climbed, then resets.
Exhaust.
Lubricate
Exhaust 1 random card
that uses Ammo.
Return 1 card from
discard pile to hand.
Exhaust.
Patience
Unplayable.
Countdown(1): Resets
to 1. Gain 6 Block.
Countdown(5): Gain 3
Dexterity. Exhausts.
Perfect Plan
Deal 12 damage.
Choose 3 cards in
draw pile. Discard the
rest. Shuffle draw pile.
Perfect Reload
Reload.
Out of Ammo:
Gain [E][E].
Exhaust.
Quick Reload
Reload.
Draw 1 card.
Raise Shield
Gain 12 Block.
Costs 0 if draw pile
was shuffled this turn.
Rampage Shot
Use 1 Ammo.
Deal 2 damage.
Countdown(1): Resets
to 1. +6 damage this
combat.
Recovery Shell
Use 1 Ammo.
Deal 6 damage.
Use 2 Ammo.
Each draws 1 card.
Retractable Shield
Gain Shield equal to
Block or vice versa.
Retry
Shuffle 3 cards from
discard pile into draw
pile. Gain 5 Block for
each with Countdown.
Secret Weapon
Deal 7 damage.
Draw 1 card.
Out of Ammo: Gain [E].
Slug Ammo
Reload 1 bullet. Until
next Reload, it deals
12 damage.
Exhaust.
Tactical Suppression
Use 5 Ammo.
Each deals 6 damage
to all enemies.
Countdown(4): Stun
them. Exhausts.
Trigger Happy
Use 1 Ammo.
Deal 3 damage.
Put all copies of this
from draw pile to hand.
Trigger Happy deals
+3 damage this turn.
Last edited by Zu; 8 Feb, 2023 @ 5:23am
joy1999  [developer] 8 Feb, 2023 @ 6:17am 
@Zu

Thank you for the English text!

It is very helpful because I was having trouble with English translation.

Some text may be difficult to apply now (mainly for technical reasons, countdowns are used as one variable for each card), but I will consider it as positively as possible.
Zu 8 Feb, 2023 @ 7:07am 
Interesting. At first I was just gonna write "Does a thing when drawn." or something, but I figured you could have fun with more countdown synergy. Oh well. :ojchicken:
LS_Naix 12 Feb, 2023 @ 3:55am 
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joy1999  [developer] 12 Feb, 2023 @ 7:23am 
@LS_Naix

I checked and applied the Chinese translation.

Thank you for the translation!
joy1999  [developer] 17 Mar, 2023 @ 4:07am 
@LS_Naix

Thanks for the quick translation!
LS_Naix 20 Mar, 2023 @ 1:54am 
Here's some suggestion on cards rebalancing:
Full Salvo: This card is apparently overpower as an initial card when get upgraded.Compare to such as Ricochet Shot the Rare card,and Double Shot the Common card,this initial cards is the best choice so even you can skip almost all other attack cards and survive from early floor.Suggestion:revert to 2 cost for 5 dmg.

Jackpot: Drawing 1 card makes this card takes no card slot to play..Compare to its origin card Grand Finale,Jackpot is much more easy to play and make effect,with initial reload card this can get two-card loop much more easily.Suggestion:Remove drawing,or at least remove drawing when countdown becomes 0.
joy1999  [developer] 20 Mar, 2023 @ 10:33am 
@LS_Naix

(It might be weird because I'm using a translator.)

Thank you for your feedback.

Personally, I thought the deck of increasing ammo was weak, so I buffed full salvo, but I think it might have been a little too much.

also I buffed the jackpot because I didn't think it was such a strong card if it wasn't a loop, but if the loop seems to be too easy, I think I need to do a nerf.

Thank you for your advice. I'll consider it for the next patch.
星野(hoshino)整体上围绕运转做文章,计数机制让很多卡的成长与运转挂钩,运转得越快牌成长得就越快,就能越快超模。但比较矛盾的是开局有5张打击,弹药有限需要装弹,使得星野前期比较孱弱,又需要快速抓一些低质量过渡保证存活,导致卡组很难精简下来,提高了运转压力。
我希望作者可以考虑增强“全弹发射”这张初始卡,由于装弹机制的存在,导致在前期它的实际耗费接近3而不是2。最起码把它的伤害从4改成5,或者把费用减少1吧。
爱丽丝 31 Oct, 2023 @ 10:54pm 
Finish Hoshino to beat a20 difficulty with 60% winning rate, great design.
I'm curious that if you have the move mechanism of the bosses which can share to the community?
Kaitenger is too difficult under most circumstances as chapter 2 boss.
joy1999  [developer] 3 Nov, 2023 @ 10:21pm 
Originally posted by 爱丽丝:
Finish Hoshino to beat a20 difficulty with 60% winning rate, great design.
I'm curious that if you have the move mechanism of the bosses which can share to the community?
Kaitenger is too difficult under most circumstances as chapter 2 boss.

Thank you for your feedback! I feel like the bosses in Act 2 have too much HP overall.
I'll refer to it later if I need to change the balance.
As you suggested, I posted the boss information from Hoshino Mod Github Wiki.
If you are interested, please visit it.
Thank you!

https://github.com/kimjoy2002/StSHoshino/wiki
Sagil 8 Nov, 2023 @ 8:58pm 
Totem Pole relic feels extremely weak for a Boss relic. Unless you have a tiny deck and the fight lasts a while, you're unlikely to draw any curse/status card twice. Synergy with count-down decreasing cards can help a little, but even then it's very situational. I'd suggest to either turn it into a non-boss relic, or apply the following tweaks that should make it more versatile:

When a status or curse card is drawn, draw a card. All status and curse cards gain "Countdown (2): Exhaust".
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