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
This definitely isn't a *rare* view, although as many people enjoy how functional the starting decks are as those that feel bad there's a bit less feeling of exploration due to starting out pretty strong.
But I can say, at least on higher difficulties, it is a really good idea to take good cards from the "other side." A decent Bleed source certainly beats having a 7th slash in your starting deck, especially when it comes time to tanky solo enemies in longer fights where Blade's lack of scaling is liable to peek through.
I'll definitely need to play more to formulate a proper opinion, so, thanks for the reply. It still doesn't change the sort of end result of the decks just feel pre-determined to me. I mean, if every basic Attack card inflicts a bleed, its pretty clear what the deck relies on mainly. Instead of, say, (using a previous example I made again) getting a rare card and starting to balanced around that.
Though having it free to swap out cards in your deck/pool is a blessing and really refreshing, rather than relying on rare gimmicky "Remove a card" events a la other games. But, well, again, I need to play more, and try out the harder difficulties and the other characters, though they look a bit complicated for my poor unga bunga caveman brain.
The experience at Impossible+ is wildly different. Just because unlike other games of the genre, your starting cards aren't complete trash, doesn't mean there's no variance.
Or, does it add new cards to the pool?
Change the effects of existing ones?
I'm pretty rough at card games since I tend to get greedy and not plan out ahead of time, so upping difficulties in said sort of games is a tough call for me. But I really like that, at least for what I See, it looks like every run is winnable so long as you play correctly. There's no RNG to ruin you.
I'd like to see a start that doesn't have a specific characters' unique ability and starting deck have such specifics. Maybe a jack-of-all-trades class? Dipping into everyone's cards?
Slay the Spire is similar anyways. Ironclad is either about big Strength or building Block, so that's not really any different from one of the characters here. But you DO start with a much more neutral deck, rather than selecting a "Class" specialization of that character.
Its not much of a complaint and I said again and again it won't change my enjoyment of the game, but, if I have any speaking rights as a customer I'd like to speak them and see if it improves things a bit for me.
Regardless, thanks for the input.
I mean, alright, fair enough. Thanks for the BUMP.
Feeling a bit railroaded into archetypes is a feeling plenty of people get and is a reasonable thing to bring up. Playing another 50 runs might show someone a lot of opportunities to switch out of their starter, but it won't change that biased starters *exist* and that that has some impact on the feeling of deck customization.