Slay the Spire

Slay the Spire

Samurai-Rodion
 This topic has been pinned, so it's probably important
Call of Fleet  [developer] 13 Oct, 2023 @ 4:15am
Balance
About balance here.
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Showing 1-15 of 17 comments
Jack 13 Oct, 2023 @ 10:53am 
Actually I kinda have some kinda concerns. Would it be okay if we discuss this on discord?
Madlad 13 Oct, 2023 @ 2:45pm 
This character has a serious lack of draw adding even minor draw would exponentially improve the synergies on this character. This character either likes the tiniest deck in the game or suffers from lack of draw.
Call of Fleet  [developer] 13 Oct, 2023 @ 8:05pm 
Originally posted by Jack:
Actually I kinda have some kinda concerns. Would it be okay if we discuss this on discord?
Of course
Call of Fleet  [developer] 13 Oct, 2023 @ 8:05pm 
Originally posted by Madlad:
This character has a serious lack of draw adding even minor draw would exponentially improve the synergies on this character. This character either likes the tiniest deck in the game or suffers from lack of draw.
Thx for your opinion.
Sleekie 14 Oct, 2023 @ 2:44pm 
As always, a character who can gain block on attacking (stacking combo in this case) and can spam zero-cost attacks is really kind of strong.
AgentPhil 14 Oct, 2023 @ 6:28pm 
It feels weird that there's a tag system in place and barely any cards seem to be using it. The omni tag is understandable, since that's the cards gimmick, but the others? Basic proficiency synergies with basic cards, but there is only one other basic card you can collect. The other two, flash and streaming, only work with themselves. Having a claw-like card is fine and all, but three in a character with the standard 75 cards is a little limiting. I don't know what it's like in Limbus Company, but it would probably be fair to make synergies more broad.
Call of Fleet  [developer] 14 Oct, 2023 @ 8:17pm 
Originally posted by AgentPhil:
It feels weird that there's a tag system in place and barely any cards seem to be using it. The omni tag is understandable, since that's the cards gimmick, but the others? Basic proficiency synergies with basic cards, but there is only one other basic card you can collect. The other two, flash and streaming, only work with themselves. Having a claw-like card is fine and all, but three in a character with the standard 75 cards is a little limiting. I don't know what it's like in Limbus Company, but it would probably be fair to make synergies more broad.
Tag is not a main mechanism for Rodion, it even didn't exist in design. But when mod almost done, I made the "omni slash". In order to make its effect easier to understand, I used the tag to describe them.
And by the way, this mod is not Limbus Company design, all cards are not from it. Just used some art of it, I said in mod description.
AgentPhil 15 Oct, 2023 @ 1:03am 
Originally posted by Call of Fleet:
Originally posted by AgentPhil:
It feels weird that there's a tag system in place and barely any cards seem to be using it. The omni tag is understandable, since that's the cards gimmick, but the others? Basic proficiency synergies with basic cards, but there is only one other basic card you can collect. The other two, flash and streaming, only work with themselves. Having a claw-like card is fine and all, but three in a character with the standard 75 cards is a little limiting. I don't know what it's like in Limbus Company, but it would probably be fair to make synergies more broad.
Tag is not a main mechanism for Rodion, it even didn't exist in design. But when mod almost done, I made the "omni slash". In order to make its effect easier to understand, I used the tag to describe them.
And by the way, this mod is not Limbus Company design, all cards are not from it. Just used some art of it, I said in mod description.
Oh, I'm sorry. I don't think the mod description was very clear on the card design. My mistake, it's fair to make stuff easier to understand.
Boomities 16 Oct, 2023 @ 10:05pm 
This is a very cool character, and a lot of effort clearly went into it. Everything looks really cool, and the effects are neat... but there is no balance to be found here at all. This is the most extremely overpowered character I've tried. And upgraded Flow Slash alone, with no strength buffs or vulnerability of any kind, can finish off a boss in 1-3 turns, depending on how much energy you have. 4+ energy guarantees so much damage you've basically already won.
Call of Fleet  [developer] 16 Oct, 2023 @ 11:31pm 
Originally posted by Boomities:
This is a very cool character, and a lot of effort clearly went into it. Everything looks really cool, and the effects are neat... but there is no balance to be found here at all. This is the most extremely overpowered character I've tried. And upgraded Flow Slash alone, with no strength buffs or vulnerability of any kind, can finish off a boss in 1-3 turns, depending on how much energy you have. 4+ energy guarantees so much damage you've basically already won.
I'll balance it. What about other cards, what you think also overpowered.
Boomities 17 Oct, 2023 @ 9:34am 
I'll play the character a bit more and see what I can notice! So far:

Flow Slash - Easy way to balance this better, have it go into your draw pile instead of your hand. This makes it still quite strong, but you can't do insane powering up cycles of playing 3-5 Flow Slash in a row.

Foray - This card gives 2 energy and draws 2 cards for absolutely no cost, and it doesn't even exhaust. EXTREMELY powerful. If you play it first, there is literally no downside, and the deck doesn't seem to have much card draw, so the one weakness (it's worse if you draw it after playing cards) isn't a concern. Options that might balance this: Make it Exhaust. -or- Make it increase the cost of the cards drawn by 1.

Fleet Edge - Functionally a 0-cost damage card that scales very well with strength because of multiple hits. If you have a way to reduce it's cost, it actually GAINS energy for you, while still being a good attack. If you made this Refund 2 energy instead of simply gaining 3, I think that would balance it well.

Getting Better - This one is close to balanced, but I'd make it only stack strength when playing cards that actually have the Combo keyword. Getting 2 strength from playing free attacks (like Fleet Edge and More Slash) is quite powerful.

Afterimage - Options:
--Maybe make it cost 1. That turns it into a free defend that has the option of drawing cards if you spend energy, which is perfectly fair for a rare card. Instant balance!
--Alternatively, keep it at 0-cost, but only increase the block value when it is upgraded and not the card draw; this way it is basically free block that either starts a combo for you, or replaces itself.
--Make the cards it draws cost 1 more that turn.

Flying Sword - The damage is already fine. The card draw puts this over the top. You may notice a theme here. Card draw added onto other already good effects for the cost makes cards overpowered. Just like afterimage, if you reduce the card draw to 1 and don't increase it when upgraded, then it becomes a good combo starter, or replaces itself if already in combo. Pretty decent then!

Culling - I'm not quite sure how this calculates, but I know it just did 36 damage for 1 energy on turn 1 after I used Suppress, and then later it somehow did 69 damage when the enemy only had 3 debuff stacks (and none were vulnerability). That's extremely high for a 1 mana card, especially since it wasn't even upgraded. Maybe make it only gain the bonus for each UNIQUE debuff? I don't know how this one works. It could have just been a weird one time scenario.

Topspeed - Very strong. It might not be overpowered though, it's harder to judge because I only got it already upgraded. Why is this not a power though?

That's all I've got for now! I'll play some more later and tell you if I find anything. Overall, this character is quite fun, so I think you did a good job! Just needs a lil' balancing.
Call of Fleet  [developer] 17 Oct, 2023 @ 6:43pm 
Originally posted by Boomities:
I'll play the character a bit more and see what I can notice! So far:

Flow Slash - Easy way to balance this better, have it go into your draw pile instead of your hand. This makes it still quite strong, but you can't do insane powering up cycles of playing 3-5 Flow Slash in a row.

Foray - This card gives 2 energy and draws 2 cards for absolutely no cost, and it doesn't even exhaust. EXTREMELY powerful. If you play it first, there is literally no downside, and the deck doesn't seem to have much card draw, so the one weakness (it's worse if you draw it after playing cards) isn't a concern. Options that might balance this: Make it Exhaust. -or- Make it increase the cost of the cards drawn by 1.

Fleet Edge - Functionally a 0-cost damage card that scales very well with strength because of multiple hits. If you have a way to reduce it's cost, it actually GAINS energy for you, while still being a good attack. If you made this Refund 2 energy instead of simply gaining 3, I think that would balance it well.

Getting Better - This one is close to balanced, but I'd make it only stack strength when playing cards that actually have the Combo keyword. Getting 2 strength from playing free attacks (like Fleet Edge and More Slash) is quite powerful.

Afterimage - Options:
--Maybe make it cost 1. That turns it into a free defend that has the option of drawing cards if you spend energy, which is perfectly fair for a rare card. Instant balance!
--Alternatively, keep it at 0-cost, but only increase the block value when it is upgraded and not the card draw; this way it is basically free block that either starts a combo for you, or replaces itself.
--Make the cards it draws cost 1 more that turn.

Flying Sword - The damage is already fine. The card draw puts this over the top. You may notice a theme here. Card draw added onto other already good effects for the cost makes cards overpowered. Just like afterimage, if you reduce the card draw to 1 and don't increase it when upgraded, then it becomes a good combo starter, or replaces itself if already in combo. Pretty decent then!

Culling - I'm not quite sure how this calculates, but I know it just did 36 damage for 1 energy on turn 1 after I used Suppress, and then later it somehow did 69 damage when the enemy only had 3 debuff stacks (and none were vulnerability). That's extremely high for a 1 mana card, especially since it wasn't even upgraded. Maybe make it only gain the bonus for each UNIQUE debuff? I don't know how this one works. It could have just been a weird one time scenario.

Topspeed - Very strong. It might not be overpowered though, it's harder to judge because I only got it already upgraded. Why is this not a power though?

That's all I've got for now! I'll play some more later and tell you if I find anything. Overall, this character is quite fun, so I think you did a good job! Just needs a lil' balancing.
Thx for your opinions.
And there is an answer for your question about Topspeed: It only work once on the cards you have when you play this card. That means if you get card in combat(like attack potion), it won't get attack time increased.
Jaune 18 Oct, 2023 @ 3:06am 
This character is amazing. Just streamed it today. I like how someone said there is no card draw. Also some high ascension inputs on those mentioned:


Flow slash- I didn't like using it in general. It got nerfed. I was more shocked it wasn't a "streaming" card that just deck adds instead.

Foray- Fine. It doesn't shine while you have other draws, or while playing low cost combos. Nerfing it would make playing burst/ status harder. If anything you can just make it start cost 1 instead.

Fleet edge- Weird. Changing it might make people not use it at all, or instead use high speed stabbing instead. This card also makes Combat Preparation decks (3+ cost focus) viable to use, so its weird to do anything to it. To make it more unique, I'd make it do 0(1) damage-> 3 times and 2 energy cost/return , which also keeps still okay for scaling.

Getting Better- Can just be 1 less str or every 2 combo . Not every run will be combo focused, so might be fine anyways. You can also just make it Cost 2(innate upgrade): 1 Perma-Str when combo ends only, if it has to be reworked, making it more Noutou/scaling focused. Practice does make perfect.

Afterimage- It needs to exist as is for combo focus. Surviving A18+ without it or Defense Integrated is hard, unless you have like 3-4 copies of said cards. Act 2-4 Elites and bosses are why. Plus it IS rare, so not so easy to get either.

Flying sword- I think its fine because it is starter. You could make it draw 1(2) instead, or make it Noutou instead if any nerf. Noutou would make it a draw trade-off, because you will need to start combo, use sword after and lose the combo.

Top Speed- Perfect. Never oversteps even when innate.

Culling- It's a good status killer, and usually isn't needed either, even more if you are burn heavy. Also that "damage" might be because they had burst/str increases. It does multiply that too.

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Card I can point out-

Acupuncture- I tend to avoid this. I don't know why. Unless I have Distance or Chance and it might be too late when I do.

Blazing Strike- Doesn't work with strike dummy. No other complaints.

Swordcraft Improved- Nerf served. It's still pretty decent.

Sei Ken- Nerf served. Made sense. Perfect move stacking got a lot of stats from this at 100%.

Sharpened blade- Weird to use with multi-hits. Because of how bleed works. Unless you have cutting knife.

Unleash- It is like having Deva form on watcher. Don't want 90% of the time but can be used. I only have made it shine with combat prep deck focus. But if I ever get two burning flash ....I might run it for no reason. For science.

Relic issues-

Sketal crumbs- Does the Uno Reverse of what it says does. Got it from spire shield. Killed me at Heart. Heart did 275 damage (multi-hit move) to me on turn 3 because of it. What. Made me scared to get it or the plushie one afterwords to even test it again. I will not bring them to act 2 after that PTSD.

Endorphin kit- It ignores Akabeko. Either that or it also only adds 1 to the total AFTER . So "Posied" doesn't really get any benefit over 2 energy.

Breath- nothing wrong. Though making an upgrade for this would have to be insane. Like giving 2 metal/2hp instead of vigor. Something she doesn't have.


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Other than me wanting Noutou stuff ( I just love the stance exit idea sue me) , I think this character is reasonably balanced. Even the Omni slash tag techs. Well done.
Call of Fleet  [developer] 18 Oct, 2023 @ 4:40am 
Originally posted by Jaune:
This character is amazing. Just streamed it today. I like how someone said there is no card draw. Also some high ascension inputs on those mentioned:


Flow slash- I didn't like using it in general. It got nerfed. I was more shocked it wasn't a "streaming" card that just deck adds instead.

Foray- Fine. It doesn't shine while you have other draws, or while playing low cost combos. Nerfing it would make playing burst/ status harder. If anything you can just make it start cost 1 instead.

Fleet edge- Weird. Changing it might make people not use it at all, or instead use high speed stabbing instead. This card also makes Combat Preparation decks (3+ cost focus) viable to use, so its weird to do anything to it. To make it more unique, I'd make it do 0(1) damage-> 3 times and 2 energy cost/return , which also keeps still okay for scaling.

Getting Better- Can just be 1 less str or every 2 combo . Not every run will be combo focused, so might be fine anyways. You can also just make it Cost 2(innate upgrade): 1 Perma-Str when combo ends only, if it has to be reworked, making it more Noutou/scaling focused. Practice does make perfect.

Afterimage- It needs to exist as is for combo focus. Surviving A18+ without it or Defense Integrated is hard, unless you have like 3-4 copies of said cards. Act 2-4 Elites and bosses are why. Plus it IS rare, so not so easy to get either.

Flying sword- I think its fine because it is starter. You could make it draw 1(2) instead, or make it Noutou instead if any nerf. Noutou would make it a draw trade-off, because you will need to start combo, use sword after and lose the combo.

Top Speed- Perfect. Never oversteps even when innate.

Culling- It's a good status killer, and usually isn't needed either, even more if you are burn heavy. Also that "damage" might be because they had burst/str increases. It does multiply that too.

-------

Card I can point out-

Acupuncture- I tend to avoid this. I don't know why. Unless I have Distance or Chance and it might be too late when I do.

Blazing Strike- Doesn't work with strike dummy. No other complaints.

Swordcraft Improved- Nerf served. It's still pretty decent.

Sei Ken- Nerf served. Made sense. Perfect move stacking got a lot of stats from this at 100%.

Sharpened blade- Weird to use with multi-hits. Because of how bleed works. Unless you have cutting knife.

Unleash- It is like having Deva form on watcher. Don't want 90% of the time but can be used. I only have made it shine with combat prep deck focus. But if I ever get two burning flash ....I might run it for no reason. For science.

Relic issues-

Sketal crumbs- Does the Uno Reverse of what it says does. Got it from spire shield. Killed me at Heart. Heart did 275 damage (multi-hit move) to me on turn 3 because of it. What. Made me scared to get it or the plushie one afterwords to even test it again. I will not bring them to act 2 after that PTSD.

Endorphin kit- It ignores Akabeko. Either that or it also only adds 1 to the total AFTER . So "Posied" doesn't really get any benefit over 2 energy.

Breath- nothing wrong. Though making an upgrade for this would have to be insane. Like giving 2 metal/2hp instead of vigor. Something she doesn't have.


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Other than me wanting Noutou stuff ( I just love the stance exit idea sue me) , I think this character is reasonably balanced. Even the Omni slash tag techs. Well done.
Thx for your opinions.

Sketal crumbs- I don't know why you encounter that issue. But when I test this relic, it works correctly. So I think maybe is other effect did that.

Endorphin kit- It only work with Rodion's relics or cards, I'll write it in description later
Izzyzzie 10 Nov, 2023 @ 9:19am 
is counterattack's retaliation damage supposed to scale off vigor the way it does? I know it's reactive and therefore bad in some fights (giant head for example) but I feel like having a source of counterattacks just kinda removes the need for attacking at all, since attacking would remove your vigor whereas counterattacking just lets it build up, and you can even stack multiple counterattacks in hand to multiply the effects.
perhaps if there were a way to make them last for only one turn?

also, as another note about counterattacks, if you intend to leave them in their current form (lasting indefinitely in hand) would you consider making them count as skills so that they don't get in the way of Mutotori? that card could probably do with some help.
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