Slay the Spire

Slay the Spire

The Gear
magna2s  [developer] 5 Aug, 2023 @ 1:21pm
Balance
post thoughts on balance here
< >
Showing 1-10 of 10 comments
I feel as though Far Slash+ should give Far Slash+ instead of just Far Slash to make it more in line with similar concept vanilla cards such as Anger and Endless Agony,
magna2s  [developer] 7 Aug, 2023 @ 12:14pm 
Originally posted by LSD Yummy:
I feel as though Far Slash+ should give Far Slash+ instead of just Far Slash to make it more in line with similar concept vanilla cards such as Anger and Endless Agony,
part of the reason it upgrades to do nearly double the damage is because it doesn't do that; the concept in design was to provide greater reward when you have multiple in-combat upgrades to play Far Slash+ multiple times

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+
Originally posted by magnageas:
Originally posted by LSD Yummy:
I feel as though Far Slash+ should give Far Slash+ instead of just Far Slash to make it more in line with similar concept vanilla cards such as Anger and Endless Agony,
part of the reason it upgrades to do nearly double the damage is because it doesn't do that; the concept in design was to provide greater reward when you have multiple in-combat upgrades to play Far Slash+ multiple times

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!
Osprey 11 Aug, 2023 @ 12:57am 
I feel like prototype hits way harder than it should with its 16 base damage atm
Osprey 11 Aug, 2023 @ 1:30am 
also an additional note with 2 copies of stagger pressure you can create an infinite exhaust loop which should probably be changed
magna2s  [developer] 11 Aug, 2023 @ 4:18am 
Originally posted by Osprey:
I feel like prototype hits way harder than it should with its 16 base damage atm
after looking at base game Fatal cards i think this is true, it should be ~13 damage


Originally posted by Osprey:
also an additional note with 2 copies of stagger pressure you can create an infinite exhaust loop which should probably be changed
this also makes sense to me; i think Stagger Pressure+ costing 1 tension wouldn't hurt too bad
IvoryErebus 11 Oct, 2023 @ 7:58pm 
Riot Stamp feels EGREGIOUSLY overpowered. For 2 energy it deals an absurd amount of damage, and the burn stacking is bonkers which compounds the damage even more.

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.
magna2s  [developer] 12 Oct, 2023 @ 12:55am 
Originally posted by IvoryErebus:
Riot Stamp feels EGREGIOUSLY overpowered. For 2 energy it deals an absurd amount of damage, and the burn stacking is bonkers which compounds the damage even more.

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
IvoryErebus 13 Oct, 2023 @ 2:09pm 
Originally posted by magnageas:
Originally posted by IvoryErebus:
Riot Stamp feels EGREGIOUSLY overpowered. For 2 energy it deals an absurd amount of damage, and the burn stacking is bonkers which compounds the damage even more.

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
magna2s  [developer] 1 Nov, 2023 @ 3:11pm 
Originally posted by IvoryErebus:
Originally posted by magnageas:

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
i never responded to this but i did indeed drop the tension cost to 2

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)

BB/Discard Rework:
I feel like Bandit Bringer has pseudo-discard synergy without really being good discard synergy. All BB sources, save for one shop relic, are recurring sources of BBs, which heavily encourages the exhaust synergy of BB, while the discard part feels tacked on. I'm considering making BB an exclusively Exhaust-based gameplan, and finding a different way to incorporate discards into the gameplay.

Burning:
I don't like Burning. DoT just doesn't feel like a Sol Badguy thing. I don't really know what to do with it, but my first instinct is to make all the Burning cards do bigger numbers and have Burning halve at the end of the turn instead of increasing at all. Still DoT, but less "set the enemy on fire and wait," which is the part that felt really unlike Sol.

Plus:
Plus is great as a method of scaling, but I feel like more can be done with it. This is a new card idea, for example (dunno what to replace):

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).

Tension:
Tension is good overall, but I did once see the suggestion that Tension could be changed to gain 2 when playing Attacks, and lose 1 when playing anything else. I think this could be a cool idea, and would both make it easier to quickly gain Tension to pay Tension costs with attacks in hand and make it more of a generally difficult to maintain resource. Sitting on 10 Tension is something that can happen quite easily, and this makes that situation better too.

Card Changes:
Feint is just strange. I don't know why I made it apply 4 Weak to all enemies on upgrade, 3 should be plenty.

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.
< >
Showing 1-10 of 10 comments
Per page: 1530 50