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- First, weak spots arent a debuff per se. So it completely ignores artifact. Not a big problem, but makes some fights much easier.
- Second, and this may be the key, any source of damage activates weak spots, even shots from weak spots themselves. So you can chain a lot. Some cards like Multicolor are extremly valuable because they are a big source of multiple different hits for dmg.
- Third, the base damage being 4 maybe too high, specially for early fights. 3 should probably be better. It would be a pseudo-defect starter relic, and you can raise the dmg easily with a couple of Sure shots in later encounters.
As for cards I avoided the ones that looked like weaker or just a brick to the deck, so I experienced only the strongest ones:
- Drum shot is really REALLY strong. Bear trap + Drum shot and you are doing 66 dmg (42 from DS hitting 6 times + 24 from 6 shots doing 4 dmg each) if Im not mistaken.
- Equipoise allows for infinities easily. Maybe raise the cost to 1. Same as Weapon maitenance, but WM has a condition at least (need to be overloaded)
- Speedloader is another one for free that allow infinites. Maybe raise cost by 1.
- Sensitive. I didnt have a single block card in my deck. 2 upgraded Sensitives are more than enough. Maybe change it to be innate instead of 2 Dodges when upgraded? idk but with upgraded Aim (which is a basic card) you can get very high block (or even infinite with the free draw cards).
- Evacuation set definitely need 1 less energy gain when reloaded. It does too much for being an actually unplayable card. Really like the idea for cards like this tho.
- Multicolor. OP and so much fun to use it, but itself alone is one of the strongest cards if no the strongest. It procs weak spots so easily.
I should probably try higher ascensions and have a second sight in different cards and combos, but for my first try it definitely was very enjoyable.
Good work overall! :)
Thank you for your feedback!
I will consider your suggestions.
Enjoy it. :)