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
I could see two ways of fixing this, if burn was able to renew cards for cheaper at camp or Ash Pact could cost no health or refreshed a larger number of cards if you have the trait that helps burn that could assist quite a bit.
I also think both Dismantling cards and Traits needs to cost less Ore to get if we want them to be a big part of archetypes. 12 ore for traits often means I encounter the Blacksmith in a random event to buy my trait rather than actually needing to build it. If it cost less ore I feel like I'd actually build it more often.
Instead introducing more upgrades or potentially even a larger set of traits that actually feel like purchasing upgrades rather then lifting restrictions, that could hopefully also serve to fine tune the specfic archtypes of any given character.
In another topic there was a disccusion about making ashpact and rest points refresh cards based of manacost rather then quantity for example and I think a change like that would help burn out quite alot.
Your crits can burn if you get a crit you apply another burn. If your burns go off and all crit then you double it. There are a few amounts of ifs but i never run out of cards. I never have to use the renew strain card that pops up when you run out. I always renew at least 1 pure fires 2 piercing fires and 2 liquid fires then the crits do the rest. its not exactly the quickest way to kill bosses but between all the healing and the burn damage everyturn it makes it super easy to kill people.
Even the healing card is a rare where as both of the other archtypes get theirs in common format.
The deck is certainly fully capable of clearing runs with or without the crit package, but the speed and consistency at which it does so falls far below that of strain and discard.
I only bought those 2 upgrades for the shop the whole time as I was only excavating the far sides so resources were limited but you can trade for what you need using the ones you dont and after that it was just a matter of keeping the correct cards burned at all times and only renewing the ones you really needed to start the chain of burns every fight. Ill see if I can make a playthrough of it and see if I can explain it easier with visuals but burn is really good and made the playthrough fun but also had ensured that the entire time you were paying attention to your strategy so it came with its challenges.
Just to show how silly it can get, heres 11237 damage on turn 2 with greater sacrifice.
https://i.imgur.com/PkFd4LF.jpg
But typically it just does 250-1000 damage on turn one with a 100-300 heal on top
The key with discard in my experience is to get the trait that enables you to refresh neutral cards for 0 rest points and to stack all of the neutral draw cards to get very consistent draws and cycles.
Strain on the other hand is likely closer to an ideal powerlevel but it takes a bit more to get going.
Why is scroll of incineration doing so much damage?
How does the deck work? Are you trading resources for ankhs to get the neutral refresh then just stacking your deck with ailment cards?
What happens if your starting hand is bad, it seems you have around 90 possible draws there, and presumably all of them can't be sacrifice cards?
During one run i had 5 combustions and 8 incincerations with the 10 mana boon and the +1 mana trait, simply passing a turn this way gives you an additional 1100% damage making each discard go for 55.
This is however totally overkill and the deck never even needs the additional damage
Typically how I run discard is by giving priority to as many copies of scroll of incinceration and at least 2-3 copies of lesser sacrifice.
Scroll of energy is nice but you dont need alot of copies, 1 or 2 is typically sufficient for full heals.
Aditionally potion of sloth is something I prefer to pick up as early as possible, lets say you pick up 2 of these early on, you can now generate 80 curses over 20 encounters, this gives you some insane 30-120 damage reduce to ashes, granted lesser sacrifice is so potent your unlikely to even need this additional power but I have not experienced any lack of consistency for running it.
All of the neutral draw cards are great, both pauldrons , unholy tome, dexterity potion (returning cards is optional for this one) and wide holster are all great, and I craft as many copies as I can get my hands on.
At this point your just refreshing all your neutral search/draw cards for free, playing typically an unholy tome or two, maybe a wide holster to seach out and discard 14 copies of parasite or something to that effect, occultist pauldron with the 3 mana search always leads into lesser sacrifice , champions pauldron 0 mana search leads into wideholster or occultists pauldron
This way you typically have a good 5-10+ effective copies of lesser sacrifice and tons of draw.
And then you just let it rip, you will discard a card from unholy tome, another few from pure overdrawing, then your sitting on a 10 card hand with 5-10 previous discards, and all of those will deal a good 30-ish damage a pop and realistically you just clear out every single encounter in one turn this way.
I ignore cards like cindering ring, greater sacrifice and sacrifical skull,plague perfrum and shield of pride, while they have discard effects they arent actually worth their deckslot, you'd always rather draw unholy tome compared to cindering ring for example.
Also After the free refresh upgrade i rush the store upgrade that gives you 12 purchases this really gives you alot more copies of all of your desired cards.
Tldr: one turn kills, full heals, rest points for days, doesnt have to remove cards, curses are actually a benefit and it only really needs common rarity cards to succeed.
Just as broken as can be.