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After 11 hours and 2 successfull runs that all both used some sort of poison (the one more than the other) I feel like "what else should I try"?
Yes bleed is another effect with many good synergies but others are rare.
I tried to build a 'ruin' based deck which didn't worked because there are so few cards that synergies with this effect and when you don't even get one of the few ones...
Charges are cool if you have some "times x" attacks but in the end you need to feed charges over and over to a character to do a one time big attack and then start over to collect charges.
The game is fun, I also like the graphical presentation and the soundtrack is amazing but the missing synergies makes deckbuild really clunky sometimes.
you didn't point out passives vs cards/traits/weapons, i'd like to note. Toxic Cascade and miasma are very common and synergize with passives like "bleed on hit". so its more like one build feeds the other or can be mixed effortlessly.
i have yet to get a "charge"/multihit build working that isn't also bleed or poison.
banish has a (rare) finisher, or executor as you call it more appropriately, from the unlock menu. wolves rarely also get it as a card gained from a passive too, a multi hit based on number of banished cards. there's more (common) ways of banishing in current version that isn't from armor/weapon extra spawned cards.
the game is still developing so we should see shifts or gaps filled eventually.
It'd be far more tactically involved to give players better control over where their formation ends up.
The effect is solid: Whenever you take damage from toxins, a random party member gets 3 revitalisation. That is pretty strong.
However, there is only one (1) enemy in the game that applies toxins. Outside of that, the only ways to get toxin on a character is by either getting the talent that turns bleed into toxin, or by having a bear with the talent that inflicts toxin on themselves.
That is far too conditional. Plague Doctor serves almost no purpose.
EDIT: There's apparently an even worse one that simply applies the poison of the wielder on the target. Worst card ever, also because it's on weasel, which doesn't have access to the talent that heals 15 and inflicts 2 toxin.
This coupled with poison/toxin's natural increasing per turn made even the warden fight moderately simple.
Again, I know I just got lucky with draws, but I think synergy for toxins at least is viable, just requires luck to get. From that one run I think making it more accessable might also create severe unbalance with other debuffs as it already has potential to be the most powerful debuff. meanwhile, in contrast, I've only managed to get cripple cards a total of about six times in all my runs, but three times that with cards that play off of it.
Best not to implement these kinds of things until players have options for deck builds.
Card distribution is too harsh. I don't know exactly how it works, but I suspect that there's common, uncommon and rare cards. However, where in most games, rare cards might have a 10% drop chance (With events an challenges that can force them to spawn), it feels like in Banners of Ruin, rare cards, talents and passives are sitting on around 1% drop chance. This makes them non-factors in the overall gameplay and turns them into wasted space.
One way to improve this is to increase non-combat card drops from 3 to 5, and to always give four options when selecting a talent or passive, with the fourth being a guaranteed racial talent/passive.
They need to play more Slay the Spire.
It is indeed a major problem that the characters are very poorly defined amongst each other, which is in part due to racial talents and passives just... Never showing up, and in part because they're usually trash tier.
It would already help a ton if each race started with a unique passive and a different load-out depending on their position on the field.
As it stands, the game is just starting to frustrate me with the ways it misses the mark.
While I do agree with the crux of your post, remember the game is only about 1/3 of the way through their roadmap to release. Give it some more time and keep giving feedback.
1) I believe that the deck synergy must be viewed in conjunction with passives and equipment. There are a lot of potential synergies there, but, that also leads to point 2..
2) as several people have said, it is still early. It feels like they've got a few different archetypes of strategies that they are working towards, but that they haven't all been fleshed out. I think there are going to be balance issues that will need to be reviewed with just about every card (and currently, some cards are way overpowered for the cost, and some are just awful). I think the framework is there, and I'm looking forward to seeing how it gets fleshed out.
Races are still undifferentiated and their racial abilities are just embarrassingly terrible.
Talents are still trash tier. Neutral cards are outright better than talent cards (in addition to being playable by any character!). Sometimes two of your three talent choices synergize off of Ruin (an unfinished, undercarded, and unworkable gimmick). Other talent cards trigger off of cripple stacks, or your next turn's Prep stacks, or some other niche effects that you have absolutely no way to deckbuild around.