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Keep playing, you'll realise the new talents and perks you find are kind of overpowered when played correctly.
Anyway, try just stacking stamina and putting the strongest armor you can find on everyone, even your "damage dealers". It will make some fights longer but it's a safe way to significantly increase your chances of winning. After that you can change up your strategies.
Just remember to try and remove the cards in your deck that are lowering your damage output and get some extra draws to use up the stammina of your group.
If you die at the first section of the game, I'm 100% sure you shouldn't be playing card games at all XD
there is a massive difference between hard and completely unfair. This game is unfair and is like the dark souls version of a card game. If thats your bag than fine, but it is obviously not for everyone. So if the devs cannot be bothered to include a difficulty slider, they do not deserve the money of people who don't want to play a game that is almost a full time job to learn how to play and even then will result in you getting your butt handed to you because it is artificially difficult.
I am really curious where you get that this game is completely unfair. Sure my first three runs or so were me getting slaughtered in the first area of town while I learned the game, but the base run (without the "secret boss") is very doable, especially when you start unlocking new characters and cards. That second part is really the key, the unlock feature really scales down the difficulty as you unlock cards and creatures (try a run with a pair of weasels, it's leaps easier than some of the other combos).
The difficulty slider IMHO are the challenges, which are tremendously difficult.
This is typical of what I have come to expect on steam. You find the game easy or were able to figure out how to do things as is...therefore you e*($$s is bigger than mine. Congrats. I play game to have fun, and a difficulty slider would not have any impact on you. You can keep it to the right and choose hardcore mode, and I can choose to play a single player game that affects nobody else on easy.
Instead I can have my butt handed to me a few battles in by enemies with 3 times my health, who do almost my whole life in damage after 2 hits. Oh and you get outnumbered too...its just dumb. There is a fine line between fun and punishing and I think this game (at least for me) has erred on the side of too hard). Without the ability to adjust difficulty, the devs are essentially saying they don't want the money of people who are not into darksouls the card game. That is fine, but I have to say it irks me when people brag about how easy it is for them, like that has some impact on me or anyone else who doesn't find it easy...people are not groups, they are individuals. What you find easy is not applicable to the entire human race, but that seems to be the attitude of the majority of people on steam forums...
I'll start with the version assuming you're speaking from a place of frustration and completely in-line with my previous response. I'm terribly sorry you feel this way. Let me try again, explaining why you might want to give the game a try. The game's difficulty is pretty hard for the first series of runs as you earn experience. Earning experience unlocks cards, unlocking cards makes the game easier. There's no d*ck measuring contest involved here - it's the advice that the game is designed to be difficult, and you will overcome that difficulty (and continue to do so) once you've spent a bit of time unlocking cards. Once you've unlocked most of the unlocks the game becomes trivially easy simply because there are much stronger cards involved (something you're not experiencing, and which can easily lead to frustration over this game being tremendously difficult).
Now for the version you were expecting assuming you're coming from where I believe you're coming from. What I posted in no way was meant to be any kind of d*ck measuring, and in fact had a useful piece of advice I was trying to provide to help you overcome your difficulties in starting the game. I took acknowledged that I had difficulty at first, gave advice on where the game's difficulty changes in your favor (which in turn negates the need for the difficulty slider, and in fact is pretty contrary to the game design) but you had to turn it into this typical internet "oh poor me" fest, where somehow me providing advice was jiggling my b*lls in front of you. You came here for advice, I gave advice, and you sh*t on that advice. So you know what? Yeah, I'm good at games like this, apparently you aren't and this game is clearly not for you. So instead of playing card battlers like this, maybe you should consider a nice game of checkers instead.
or maybe they can add a difficulty slider and open the game up to more people who do not want a hardcore experience...either way I am saving my money. No worries the game itself, the devs lack of response and people like you will keep me far away from it. congrats.
It's called a roguelike for a reason, cuz rogue was a hard game, if you dont like roguelikes then you wont like this game, the game is not hard by a long-shot.
I beat the game on my 2nd run, I learned from the first run that elite fights are actually hard, and shouldn't be fought with 2 members and completely avoided for the first few turns, then I also did the tutorial after skipping it like a baws, and it tought be a bunch of stuff that actually helped a bunch.
If you dont want to learn how to play games, then go play minecraft creative mode or something similar.
If splattercatgaming and wanderbots can beat the game, then so can anyone else not hardcore. (Seriously they play like bots, they play games for a living ffs and I wonder sometimes if they have a learning disability)
I would suggest not posting rude messages to people trying to tell them what they can and can't do with their time. You like the game...wonderful for you.
There are those like me who do not like the experience as is. Hard is a subjective term, as we can clearly see. What is hard to others is not to some and vice versa. To me, hard implies a need to actually understand the game mechanics and use strategy to win and be rewarded for playing smart.
Having enemies that do my entire health pool in 2 hits, being outnumbered and having their health pool being 3-4 times my own within a few moments of booting up the game is not hard, it is hardcore and is far too punishing an experience to enjoy.
If you are the type of person who wants to roam forums, play the same level for dozens of hours or more, go on youtube to find out the perfect strategies etc. just to survive the early game...All the power to you, but I don't have the time or patience for such nonsense. Hard games that are rewarding are fun...hard games that start out punishing and go up from there are just wasting my time and are not fun.
The tutorial does nothing to prepare you for how unfair and punishing the game is...
hence the ask for a difficulty slider to make the game more accessible to more people. How I choose to play a single-player game by adjusting difficulty would have no impact on you or how you play the game but of course, the crowd like yourself expects everyone to enjoy games the way you do. Again, the devs agree with you, bravo.
I will save my money and hopefully the devs will experience enough of a financial penalty for their attitude that they learn to more open minded about having a more adjustable game experience. If not, so be it.
perhaps you should get gud at how to respect other peoples opinions...people don't have to agree on things but at the very least you shouldn't be trying to tell people what games they should play or how they should play them...
We aren't opposed to making the game more accessible; we have made many adjustments to difficulty over the course of the game's lifetime to help ease people in. The difficulty was widely softened with the Archetypes Update (Racial Abilities), and the introduction of a new Unlocks system, which gives you much more powerful tools as you continue playing the game, meaning players should naturally progress further with each attempt. To balance this, Challenges have since been added to bump the difficulty, anywhere from marginally to considerably, for those who want a harder task.
We also believe that the tutorial does explain a lot of core concepts that are necessary to understand the game, and often if people are frustrated, we find they haven't played it. Sometimes this is because they assume if they've previously played another deckbuilder, there won't be anything new to learn. However, there are a few key mechanics in Banners of Ruin that aren't standard (racial abilities, wielded cards, and evasion), that are explained in the tutorial.
We personally think these changes to difficulty are a better solution for the game's design - which, as a roguelike, is intended to be played multiple times - than a typical difficulty slider. You may disagree, and that's fine, but hoping that the financial livelihoods of a team of two people are affected, simply because they opted for a different solution, isn't a nice touch.