Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
if Far Slash+ was going to be buffed, my first thought would be to make it deal 10 damage but keep it as is, but if it's too awkward to fit in with other upgrade-based synergies then i wouldn't be opposed to lowering the damage and making it give Far Slash+
That's fair enough, I suppose I was thinking more about how cards like that "normally" function however those cards don't have as much of an accessible or fleshed out mid combat upgrade system as the Gear, which if you're building for an upgrade deck it does guarantee that you'll always have one card to use it on. Keep up the good work mate!
this also makes sense to me; i think Stagger Pressure+ costing 1 tension wouldn't hurt too bad
i would make this a Rare card and/or maybe add a tension cost to help gate the potential damage in the early game, where there's more chance a player would need to play a card in hand first to reach tension, therefore lowing the burst damage. Doing this would leave the late game damage untouched as tension accrues more easily later. I'd say start at 3 tension and see how it does from there.
As the card is now, it just chumps elites and bosses in the early game.
i do feel like the card has been due for a nerf, dropping a tension cost on it sounds like something that would make it at least an investment; i'm hesitant to bring it up to rare card status with that much of a blow, so i've dropped the damage to 2(3) to match the burn and kept it uncommon, i'll see how that plays out
So been playing an 3 Tension is making it clunky. Maybe lower to 2? And damage nerf made a HUGE difference. It not just always the correct choice to dump your hand now. I'm still grinding runs out so will continue to provide feedback! Mod is HELLA fun and well designed
in other news i want to take a look at sol and make some big changes (a Season 3 update, if you will), and i'm gonna some ideas here in case anyone has any thoughts (with proper capitalization and everything)
Deflect Shield (1) [Common Skill]: Gain 4(6) Block. If you are Plus, gain 4(6) Block again.
Adding in "while Plus" effects should somewhat compensate for the slightly bad feeling of having more Plus access than necessary, which I found to be pretty common. (This isn't really a huge issue with the mod, I think, but it's something that could be made better).
Rising Heavy ought to just give you the Waste. I like Weak/Vulnerable conditionals, especially on this debuff-heavy character, but this one feels shoe-horned.
Spicy idea for Prototype: make it Hand of Greed-esque, with less damage but no Exhaust. Makes it easier to integrate into a deck. Maybe make it 2 energy as well, just to fit in.
Dead Angle, at least that I've seen, feels like undraftable garbage. Probably want to replace this card entirely.
Inferno won't have a place with the new incarnation of Burning, and Firebrand likely won't as well, and those cards are also essay-length, so they're also probable reworks or replacements.