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Also, I don't agree that undying is as strong as fecundity.
I agree with the premise that the old Fecundity was "just a better Undying", and it made Fecundity an auto-pick over everything else. Now though, if given the choice between Undying, Fecundity and possibly a couple of other sigils (such as Hoarder or Double Strike, maybe even Rabbit Hole/Bees Within/Loose Tail or Trinket Bearer) they're all top-tier and worthy of consideration against each other.
Undying certainly isn't as strong as Fecundity. My whole point is that Fecundity was better then Undying in every conceivable way, opening pretty much the same strats and infinites Undying already does, possibly even faster, with a few extras to boot. As an example, putting Fecundity on a Black Goat could infinitely buff an Oroboros the exact same way Undying on a Black Goat does, while ALSO allowing for infinite bones all by itself, no extra cards needed. It just did more and was the superior sigil.
While changing Fecundity did remove some strats and lower the speed on others, the fact remains that Undying still allows for MUCH of the same stuff. You can still flood the board with infinite bees from a buffed Beehive or tails from an infinite Skink, choke the opponent's side with cracked eggs from an infinite Cuckoo, or give your choice of Oroboros, Red Hart, or Lammergeier as much power as you have the patience to give, the only difference being that these strats generally take a bit more time or setup then they would've with OG Fecundity.
Now granted, there's an argument to be made that just slowing these strats down while also limiting access to them somewhat was enough of a nerf on its own to consider them properly balanced, and if that's how you feel, more power to you. I just don't think it's overcomplicating things to believe that, from a game developer's perspective, they might not want one of their mechanic to literally just be another mechanic, but better, and they'd "nerf" the mechanic for that reason.
Though it could also be a combination of genuinely wanting to nerf the power of those given strats AND my thoughts of wanting Undying to not feel as irrelevant, who knows.
Niche interactions can get funky, yes. Guardian against Bi is actually powerful, since it can hit the opposing creature without risk.
I'd argue Tri-Strike and Bi-Strike stacking in Kaycee's mod allows them to coexist decently well. Gives reason to pick up both a Mantis God and plain Mantis in one run aside from just having two of the "same" ability, and opens up a couple unique plays you couldn't do otherwise.
While you CAN stack Undying and Fecundity, it's debatably much harder, since you can't just stack one on the opposite card (Fecundity on roach or Undying on mice) and still end up with a good card, so it requires good totem RNG to get a good combo going.
Stacking Undying and OG Fecundity also didn't allow for new options so much as it just improved the existing options (Already have infinite Gecks? Cool! Have DOUBLE the infinite Gecks!), making the upgrade in that regard possibly a bit more glaring then Bi v Tri is now.
I also don't think Burrower is inherently an upgraded version of Guardian, as the latter has a use of blocking a specific thing you really don't want coming in, then taking it out in return. The problem is just how unpredictable it is beyond that ONE move, going who knows where once its actually killed its target, and the fact that stalling is just generally a better strat then this weird half-approach of blocking and killing one specific card. The comparison is closer to Airborne v Waterborne then it is to Fecundity v Undying imo, it's just that the offensive option happens to be WAY worse then the defensive option nine times outta ten.