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
Maybe if we're not supposed to be able to remove pages while outside the house? Would make it bit harder in long journeys I guess.
That would be stupid for newcomers, since depending on your deck, you can ace pretty much every battle and then die to creatures like the hunter spirit because you just can't deal damage. That's a recipe for frustration. I mean, if you'd restrict it to nightmare mode, I guess it'd be OK though.
Stacking buffs that buff passively(e.g. going ham on Piety(with minimal Ward) or Prayer instead of Ward and Bless) gets even more retarded. It's not uncommon to have 50+ Bless at turn 3-4 with 2 items and 1-2 casts of Prayer card in early chapter 4, all the while having respectable armor from Ward + Piety. You can throw in 10+ regeneration into the mix as well.
Before that you just stack Bless manually, and you actually can outdamage easily the, say giant fish' regen even if you don't dispel.
And then you can do some fun stuff like nuking the enemies with 400+ per turn dmg with multihit cards.
Either the devs made this intentionally(judging by the bosses superinflated stats), or didn't really playtest. You just figured out the OP strat(well, part of it) early. Actually I think there is only a couple of Waste-resistant bosses in the whole game, and they are very late.
What's funny is that the card that lets you bypass Waste immunity doesn't even come into play even once since you just get it too late.
Also the "Deal 3x of the damage you took last turn." card is completely busted.
Perhaps some more gameplay-focused DLC might be something the devs could do. More balanced to actually be difficult, and with less of the UI quirks and long animations of the main game.
There is exactly that option in Settings->Game.
I think if they increased the min deck size on the higher difficulties that would help. Though not sure.
With swipe, you can make a deck that's even smaller than the minimum size one while also stacking some modifiers onto it's cards, so increasing the min size won't really help.
Also, using multiple instances of the word that gives you +15 coins for finishing an enemy on the same enemy immediately after it's dead will give you +15 coins per word used.
The early game puzzles are a bit annoying since it's hard to know which cards would come next (and because it's hard to quickly grasp what value a given status would be when the attack is made), but, at the same time, the 1-turn puzzles in the mansion are rather satisfying (as you can finally do the math without having to write down the intermediate results you can't keep in memory otherwise).
I think the Curse debuff is too strong when combined with cards that do damage based on the amount of Curse an enemy has (the biggest offender being Sea Depth). That makes Curse extremely effective and efficient at both offense and defense simultaneously. If an enemy isn't dead yet, its damage is reduced to 1 meaning +3 armor from a Circle (Gesture) can prevent all damage until next turn. Additional +armor or defense cards are pointless.