Slay the Spire

Slay the Spire

Deep Rock Galactic Mod
 This topic has been pinned, so it's probably important
Praam  [developer] 29 Dec, 2023 @ 9:35pm
Feedback / Suggestions
A threat for feedback and suggestions
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Showing 1-5 of 5 comments
Sagil 6 Jan, 2024 @ 9:33pm 
The starter relic currently seems more like a liability than a benefit. I'd suggest reworking the different effects to remove the drawbacks (e.g. apply burn only to enemies), and weakening the benefits if that is needed for balance (e.g. apply burn only at the start of combat, or only every other round, or only to enemies not burning already).
Praam  [developer] 7 Jan, 2024 @ 11:02am 
Originally posted by Sagil:
The starter relic currently seems more like a liability than a benefit. I'd suggest reworking the different effects to remove the drawbacks (e.g. apply burn only to enemies), and weakening the benefits if that is needed for balance (e.g. apply burn only at the start of combat, or only every other round, or only to enemies not burning already).

I intended for the biome relic to come with benefits and drawbacks for each run so it impact runs in a unique way, but if it's a liability that defeats the point. I'll look into balancing it so that there is more ways to play around some of the one-sided biomes. Thanks for the feedback!
Hero of Wind 31 Jan, 2024 @ 7:51am 
Playing post-rebalance, I'm still in agreement about the starter relic. The benefits of the relic are minor, and change every act, so it never feels worth a deck building around. The penalties, however, are usually enough I have to actually think about dealing with them, usually in the form of extra damage I'm taking every turn. It doesn't feel very fun. (Side-note: Glacial Strata's downside doesn't actually work, Slow gets removed at the end of your turn and does not apply to the attacks enemies make)

I think the character would really benefit from a side-by-side comparison of the numbers of it's cards against similar cards from the base game. EPC, for example, is the same cost as Cleave, the Ironclad card, but does more damage and has the additional rider effect of generating minerals. There's a lot of cards I could talk about that have similar issues, but hopefully that gets my point across.

I will say though, the status effects all were very fun to play around, to the small extent I got to see. They all felt unique and fun to play around, about my only gripe is that none of the effect descriptions mention how the effect decays.
Praam  [developer] 3 Feb, 2024 @ 5:10pm 
Originally posted by Hero of Wind:
Playing post-rebalance, I'm still in agreement about the starter relic. The benefits of the relic are minor, and change every act, so it never feels worth a deck building around. The penalties, however, are usually enough I have to actually think about dealing with them, usually in the form of extra damage I'm taking every turn. It doesn't feel very fun. (Side-note: Glacial Strata's downside doesn't actually work, Slow gets removed at the end of your turn and does not apply to the attacks enemies make)

I think the character would really benefit from a side-by-side comparison of the numbers of it's cards against similar cards from the base game. EPC, for example, is the same cost as Cleave, the Ironclad card, but does more damage and has the additional rider effect of generating minerals. There's a lot of cards I could talk about that have similar issues, but hopefully that gets my point across.

I will say though, the status effects all were very fun to play around, to the small extent I got to see. They all felt unique and fun to play around, about my only gripe is that none of the effect descriptions mention how the effect decays.

Thanks for the feedback! I'll look into re-balancing the starter relic so it feels more impactful then a minor buff most of the time. I'll also try changing some of the cards so they feel more unique then the base game cards which will take a bit more time then the starter relic / biomes.
Merlin Prismriver 16 Feb, 2024 @ 9:39am 
A great mod, it does a great job of converting DRG mechanics and concepts to StS, Rock and Stone!
Feedback wise, many of the cards seem to gain far more stats than average on upgrade, it's typically 3-4 for vanilla characters, while cards like Grappling hook go as high as +13.
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