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Having said that, I heavily disagree with the idea that there is no counter play to having a sizable buxom/ bounce count. There is definitely a high variance between having the run-defining options and not, wildly swinging the effectiveness of the character, but to say there's no options at all is hyperbole.
Relief - the best possible option and having one greatly increases the longevity of a run. Feel No Pain for a character that naturally generates her own self-exhausting status cards is incredible, and even in a dead hand you're guaranteed 15 block with just the base 5-card draw.
Feel It Out, Brain Drain, Omega Burst - Cards that can fix either your current or future hands are very strong. The former two are commons so you're highly likely to get one in the first act, so picking up one or the other makes your high-Buxom runs much smoother.
Big Bounce, Chibi Command, Omega Force, Bouncy Block, and Omega Dunk - Outlets that become stronger with a full deck/ hand of status makes the detriment into a positive. Definitely high variance, as a high-Buxom deck with only Chibi Command or Omega Dunk is much more effective than only a Bouncy Block, but any kind of upside is better than simply passing turn.
As for the card changes, I'm not the biggest fan of most of them, as slapping "non-status draw" onto everything is fairly boring and attempts to circumnagivate the character rather than interact with it, lowering energy costs on a character that is already rewarded by the Embarassment tag to have low costs can very easily make the character too strong, and specifically Omega Bonk fulfills a satisfying niche that floods your discard with status intentionally to set up things like hyper-strength buff Chibi Commands.
Really, if there were any card I would want changed, it would be Hungry Dwarf, but I'm not certain if I'd want it pushed to uncommon to free up the rare pool or with more damage/benefits so you have more incentive to secure kills with it. Probably too strong though, and STS isn't afraid of putting terrible cards in its pools, so I'm perfectly content with where it is.
Here are my impressions after clearing A20H.
・Strength gain options are too strong and the values are too high.
Compared to Dexterity boosts, which only come from random-activated X-cost powers, Strength gain is too readily available.
Especially when taking Embarrassment, just swapping stances with Silent Cosplay and Phew grants +2 (or 4) Strength per activation, and Omega Flare also gives 2 (3). As a result, Buxom becomes more of a nuisance than an offensive asset—even though it's a core mechanic.
At this point, the character feels like a mix of Ironclad and Watcher diluted by 1.5, and it’s easy to deal high damage without even boosting Buxom.
Since Slay the Spire generally rewards speedy kills, symbolic elements like Milk or Buxom don’t make it into viable choices for more “stoic” playstyles.
Embarrassment could be raised to 2 cost.
I just want to use more Buxom.
・Risk vs. reward and disruption caused by Buxom
Growing Buxom introduces such a massive influx of status cards that even Sentries pale in comparison, yet the payoff from reference cards is too random to be reliably strong.
Utilizing status cards generally takes a second cycle through the deck, which makes activation too slow.
(Yes, some cards can insert them, but if you go for a status-heavy build, there simply aren’t enough.)
It can work well in boss fights. I won’t deny that.
Still, I want to use Buxom more even in regular battles.
・Hungry Dwarf
Only viable in multi-enemy battles, and needing to land the finishing blow makes it too situational to include in your deck.
Strong AoE cards are low rarity and often outshine it, so it's easy to miss the opportunity to use Hungry Dwarf effectively.
If the effect were slightly weaker but the card became uncommon, it could become a more viable option.
・Massive Growth
This card feels like it’s trying to be a genetic algorithm-style effect, but I don’t understand why it has random discard. It makes the card unappealing and hard to use effectively.
Even the Buxom gain alone is borderline useful.
Boosting Buxom early just adds more Bounce, which isn’t satisfying.
In regular fights, it’s usually better to improve hand quality and go for damage. In long fights, Buxom increases naturally through other cards, so early boosts often feel like overkill.
It doesn’t function like an algorithm that “buys safety” nor does it bring burst damage, so it just doesn’t have a compelling reason to pick it.
At minimum, the discard should be removed.
If it’s going to be Ethereal, it should offer a real risk-reward tradeoff when played.
Maybe change it to 2 cost and add Lactating Growth: it’s risky on the turn played, but provides safety the turn after—that kind of design might better suit the card’s concept...