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Rapportera problem med översättningen
Mantis god starter deck is awkward to use because starting with two dead cards puts an immediate strain on your map node needs. I personally don't like it for that reason. Exploiting with it also seems very unfun.
Cockroach's undying definitely has high potential to break the game. I haven't done enough with it to say what I think the solution to that is, if there is one, but it's dangerous.
I am really not sure about this "created cards inherit their creator's glyphs in most cases" direction. Beaver and Daus definitely needed the help and have given them the niche of "if you have three open spaces and put a good glyph on it you get a huge effect", but warren definitely did not.
My main priority on opening hand is that pelts shouldn't be an option for it. The "Teeth-Trapper-Trader" loop needs lots of help like this. I think that having some sort of "you can always make some sort of play turn 1" mechanic is good considering how important your early game performance is to the game, but it definitely is very easily exploitable in the current iteration.
Game balance for people at the skill ceiling is not incredibly important to me. They've long ago cleared all the challenge levels and just need the game to be balanced enough to make games with whatever challenge settings they want to be fun.
I agree (strongly!) with everything here except for that very first line -- I don't view the ringworms as dead cards; one is going on the campfire and the other is probably going to become the basis of a backup strategy by taking the sigil off a more expensive creature (and eventually buffing it at the campfire once the other one has been eaten)
I very much think that "created cards inherit sigils" is unnecessary; I can see the benefit of buffing Beaver and Daus but those cards were already situationally strong. Making the bell tentacle also get powered up by Daus chimes improved it from "a better beaver" to "a situational win condition" (and with Pack Alpha sigil both beaver and Daus could be that already anyway.) The side-effect on other cards, meanwhile, is that we now have two easy ways to get powerful sigils onto free cards in the hand (one of them which is an attacker with flying!) and a third way to get that powerful sigil onto the board as well as blocking an attack. And ants were already powerful, so being able to share a sigil with the queen makes them even more so.
You're spot on re: pelts and hand manipulation; I guess there's an argument that it makes carrying pelts a risk since it can disrupt your hand but that only really punishes people who don't exploit hand manip (people who do will be avoiding collecting pelts anyway since they don't want new cards from the trader.) I wouldn't have minded seeing pelts be a separate thing the way bones are; although there are already a lot of "currencies" in the game I don't think that another one is a bad thing.
My main issue with this whole situation isn't so much about balance as the fact that in a game all about combos and strategies and so on, the KM challenges force you to throw all that aside if you want any kind of consistency. You either lock yourself into a certain play-style (MG deck, Ants deck; and from what I hear several of the other decks I haven't unlocked yet seem to have similar one-trick-pony builds) or you pick a "balanced" deck and then you're praying for a couple of good RNG moments early to get you past the first difficulty spikes.
I wouldn't say it's that severe. In my experience of mainly using the goat-moose deck the first map is pretty smooth sailing unless you're doing the bear challenge.
Yeah, even if it isn't as obviously "ha ha I push the win button" as MG, it's still built around a single trick (play the goat early, follow up with a powerful card to either insta-win or control the whole match); and no matter what other variations of that you evolve into it's always going to come down to some version of "get the goat out first and immediately play a top-tier card using it." It takes a little longer to build the moose into an instant win option, but at 3 damage base it shouldn't be that long (one sacrifice altar to give it bifurcated/trifurcated or double strike; or taking a risk at an attack power campfire.) And even if you don't choose to power up the moose into your beatstick, its 7 health means you can use it to tank a few rounds of damage using the mole strategy you described upthread.
Or you can plan around turning it into a bones deck, sac the goat to Bone Lord at first opportunity and just make the effort to collect bone cost cards at every opportunity. I had a very successful run doing that, and I think that's going to be my new grinding strategy until I unlock a more interesting deck.
That said, since the Ant Queen costs 2 Blood to play, and the Ant she generates costs 1 Blood itself, the number of game-breaking strategies becomes notably more limited. The Ant deck in particular struggles at higher levels of play due to the fact that they can't generally breach the critical 5 and 6 damage thresholds, their base damage is capped at 4 when you have your whole board filled with them. This isn't to say one CAN'T break the game in half with an Ant deck, there are still a number of ways to make it happen, but the number of ways to do so seems to be within a reasonable limit in comparison to most other high-end strategies.
Good thing it's not the only deck I've ever played then.
This isn't my experience. Having the option to pick 3 cost cards when they're usually a bad pick doesn't make the other options worse.
I'm not sure I'd call any of the 3-cost cards "bad" -- situational, sure, but they all have very obvious strengths. Grizzlies are all-rounders and easily buffed to become win conditions; sharks will chew through a strong opposition while ignoring counter-attacks; Moose Bucks are solid defenders and can often be used to deal with two lanes (they destroy the opposing creature on your turn, then move over to block the other lane.)
When I use the phrase "top-tier" in that quoted bit, it's not so much in a "tier list" sense as a "tech tier" sense -- they're cards that you're supposed to tier up to unlock via multiple turns of placing creatures. Being able to skip those 2 turns of placing creatures (or drawing squirrels to do a drop-3-summon-1) turns those 3 blood creatures into powerhouses in the early game -- until you're starting to face down, say, two wolves per turn the Moose Buck can easily match or out-damage most of the entire enemy fields in the first map on its own. That's before buffs and etc too.
Without the reliability to summon them on the first turn, 3-cost cards are risky. The second you're starting out with a goat in every fight though (and hand manipulation is guaranteeing that you'll get either it, or a mole to cover you while you draw it... assuming you haven't already put the mole's sigil on the moose!), you've got a deck that's always going to revolve around playing that 3-blood card ASAP. You can change the 3-blood card but the strategy remains the same: summon the expensive creature (which is expensive for a reason!) faster than you'd normally be able to so that you can get ahead of the curve in damage.
Which basically goes back to "hand manipulation via the 'Get Fair Hand' mechanic is too easy to exploit."
While I agree that it's important to have some form of guarantee that you can actually play a card usefully on your first turn; the current mechanic makes it too easy to guarantee you do really well (or just outright win the fight) on the first turn. And because of that, Kaycee's Mod is balanced against being still able to challenge those first-turn combos -- in other words, the unbalanced mechanic is actually skewing the game towards being unfair against non-broken builds. While I realise that it's a challenge mode and it's meant to require high-level strategies... what it actually requires now is kind of the opposite. Instead of looking for good combos and multiple win conditions, we're faced with an anti-pattern of having to pick a single win condition (one that's built into the starting deck) and then lean into it so hard that we give up the chance to do anything else. Otherwise, there's no way to guarantee being able to deal with Leshy's amalgams in the boss fight -- you have to not only have a "I win!" button at your disposal, you have to guarantee you draw it (or draw something with Hoarder so you can force it into your hand.) The two options there are item farming until you're going in with a Magpie's Glass (tedious) or ruthless hand manipulation (even more tedious)... at that point strategy is no longer a factor. It's just about exploiting a couple of specific interactions to overcome Leshy's own specific nonsense; and unlike the base game you don't have the benefit of "hey at least it's over even if it was BS!" once you learn how to overcome it (plus, the base game tilts things far more in your favour so it's likely you don't have to completely force the kind of very specific situation that you do in KM.) You're not breaking the game to win and feel clever for it, you're breaking the game just to have the chance to grind some more without any strategy or creativity because every fight is predetermined by your couple of broken combos.
The power of Mantis God is what's papering over the fact that Leshy's fight is not, in fact, something that you can beat with any reasonable/balanced deck. You have to be neck-deep in cheese to be able to beat that first amalgam; and without MG we wouldn't see win-rates anywhere near what they are thanks to MG's presence. Totopo raised this point previously in another thread, and my recent runs have convinced me that it's a major issue -- the amalgams in Leshy's fight exist to force players to bring a defensive opener; but that kind of defence is basically incompatible with any of the quick-win strategies required by most of the starter decks.
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As an aside: I just had a run where the cave challenge gave me a mealworm with Dam Builder and Rabbits. The Rabbits inherited the Totem (Insect:Hoarder) effect; meaning that by playing the mealworm I got the chance to select six cards (one for mealworm, one for each dam, and then each of the dams + the mealworm gave me a rabbit which also gave me a "pick card".) That just hammers home to me how unnecessary it is for spawned cards to inherit sigils and totem traits -- like, yes that is an absurdly lucky and specific combo, but the cascading effect was just too ridiculous.
I didn't realize that I said that it was the only deck I had ever played and me saying otherwise was contrary to that.