Slay the Spire

Slay the Spire

Hifuu Club Founder
NCS  [developer] 8 Mar, 2024 @ 7:30am
Balance Discussions
If you think some of the cards need some more fine tuning, please post your suggestions here.
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Showing 1-4 of 4 comments
AgentPhil 11 Mar, 2024 @ 4:14pm 
It could be my inexperience with the character, but the damage output with telekinesis feels fairly low. Most of the damage output for telekinesis cards relies on the kinds of cards in hand such as the weights and high-cost cards instead of playing the card itself. Even with the form power that doubled the damage, it felt like my damage output was lacking compared to even the vanilla characters. I feel like those cards need more tweaking, though I’ll play a bit more to better explain why I feel that way.
Last edited by AgentPhil; 12 Mar, 2024 @ 1:26am
NCS  [developer] 13 Mar, 2024 @ 9:07am 
Telekinesis is intentionally weak by design (discarding 3 1-cost cards deal the same damage as a Strike, after all), which is why a lot of the Telekinesis cards deal additional damage in a unique way.

By Act 2, you should have some high cost cards, decelerate cards, heavy cards or tokens to power up your Telekinesis cards.

This character has a lot of card draw (by nature of Telekinesis being cycling with damage on top), so in turn, I designed her to need some setup with most of her strategies, more so than other characters.

So while I agree that the base Telekinesis damage is fairly weak, in combination with the right tools, it becomes incredibly powerful.



As a side note, early during development, Telekinesis dealt 3 damage per card cost, and it was so powerful that I needed essentially no scaling to defeat even Act 3 bosses (Telekinesis App and Urban Psychokinesis specifically destroyed enemies).
Zu 20 Mar, 2024 @ 5:03pm 
I'm starting to get the hang of things. My last 2 runs took 2.5 hours total with a nice, simple, reliable strategy: "Enhance the semi-final orb, trigger a few times before unleashing."

Saw some impressive damage output from my front orb. The fifth unlocks are also quite spicy. In other words, good fun and definitely possible to play at a fast pace.

On the other hand, this made me wonder why I should invest in weight and decelerate shenanigans. Like, yeah, you can set up solid burst damage by discarding a buncha heavy and expensive cards, but you still gotta block somehow. Meanwhile, most of the scaling associated with telekinesis provides damage.
Idk. Maybe it's just a matter of swapping some rarities or the urban legend tag. For example, it might make sense on that one skill that blocks whenever you discard this turn.
NCS  [developer] 22 Mar, 2024 @ 11:17am 
Thanks for your insights! ^^

Maybe I've been a bit too stingy with (good) Block generation on Telekinesis.

Though I'm not quite sure if the issue is that Telekinesis is too weak, or the orbs to powerful. xD
From my own runs, both of them could handle high ascensions fairly well at least (and Telekinesis runs become a free win if you get Snecko Eye. I was close from removing it from the pool. xD )

But yeah, Orb damage scales infinitely without you having to put any active scaling cards into your deck (though it becomes much easier if you do), so I think I see what you mean.

(Swapping the Urban Legend tag is surprisingly difficult, since most Urban Legend cards are designed to have their Urban Legend in mind (some more than others), so swapping the content of two cards so I can remove the tag from an overly powerful card is more difficult than it should be. orz xD; )
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