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
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.
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.
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.
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.
----------
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.
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
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.