Tainted Grail
cleiton Jan 31, 2021 @ 10:18pm
About the classes
So having played several runs with all the classes i have to say. They dont feel different at all, apart from their abilites everything else is basicly the same, from the cards to the passives. That makes repeating deck strategies regardless of what class you use the same in every run. I do hope they get more fleshed out in future with class specific cards that would make playing them more rewarding. For instance the berserker, which is my goto class as it's the most challenging to get right could have cards with rage effects that increase the power of the cards after he gets hit, with a cap of course. And maybe some more retribution effects, making it actually worthwile getting hit even at lower levels.
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Showing 1-4 of 4 comments
Black Hammer Feb 13, 2021 @ 4:51am 
Oof, that sounds like rather a blow to replayability, given how strong character variance is key to most of the better games in this genre. So there aren't specific decks for each character/class in this?
OlMaltelO Feb 13, 2021 @ 6:50am 
Not true in my opinion, Definitely distinct differences, no overall strategy/deckbuild that works for all of them. :)
First of all, there are the two major classes “Children of Morrigan” (warriors that focus on direct atks and blocks), and “Moonring” (pet class that spawns minions to battle for them with a bit magic) - there is really close to no overlap at all there... they dont even share any cards.
Next, each class has 3 subclasses, these have their separate starterdecks but true, they share the advanced cards you draw from (pr class.) - here is where you need to make the decisions on what cards go with your character. And they all have different passives to choose from - sure, there is some overlap of the passive abilities, but most of them are unique to each subclass. the Wyrdhunter is focused on dealing a lot of hits and everyhit increases his strength - he has a lot of armor reduction and cleaving related abilities and works best with multihit-cards to charge his ultimate, pathfinder is more focused on preventing dmg, gets buffed everytime you avoid getting hit for a turn and has cards that get stronger the more blocks you have, passives are mostly centered around stances and evading dmg and building super long chains. Berserker alone has two main builds, thorne, where you center your character around retaliation dmg and use his lifesteal ultimate to heal up, or glasscannon/autoplay where you take advantage of his low HP buffs and passives and badically aim to oneturn every enemy.

As for moonring, summoner is about keeping your minions alive, using sigils to buff them and build up enough power - more centered around buffing summons. Bloodmage needs to throw out a lot of summons and circles through them, meaning buffing single summons is quite useless in the longrun, you use them momentarily to build up a good momentum to overpower the enemy (hes kinda equivalent of the berserker, just with minions) and finally necromancer is about getting summons out and power them up to sacrifice them so you can be stronger and singlehandedly finish the enemies off (so hes more a thing in between the classes).
While i can see that there are some parts that can be a bit samesy, its totally beyond me, how you can say there is no difference at all :D
Might just be that building the deck around their abilities isnt that important in low difficulties, but I can definitely assure you there is a lot of difference in character building on higher difficulties :)
Last edited by OlMaltelO; Feb 13, 2021 @ 7:18am
Anogonek Feb 14, 2021 @ 3:04am 
Originally posted by cleiton:
So having played several runs with all the classes i have to say. They dont feel different at all, apart from their abilites everything else is basicly the same, from the cards to the passives. That makes repeating deck strategies regardless of what class you use the same in every run. I do hope they get more fleshed out in future with class specific cards that would make playing them more rewarding. For instance the berserker, which is my goto class as it's the most challenging to get right could have cards with rage effects that increase the power of the cards after he gets hit, with a cap of course. And maybe some more retribution effects, making it actually worthwile getting hit even at lower levels.

As the person above me pointed out, you can't possibly have played runs with all the classes and they ALL feel the same, because, there's at least a major distinction between the melee and mage (minion controller) classes.

Each class has its subclasses and even then, if, you're playing them all the same you're doing something very wrong but maybe haven't made it far enough into the game to be punished for it. For example, even in the melee subclasses, one subclass would want to pick cards that deal multiple hits, while another would want to focus almost entirely on defending to build up a counterattack, and another would want to focus on burst damage. They don't play the same other than all three of those subclasses being melee.
Emperor Fooble Feb 15, 2021 @ 1:44am 
Classes playing the same sounds like a troll post tbh.

Even the mages summoning the same (visually) monsters still play totally different, and the creatures themselves have different abilities.
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Date Posted: Jan 31, 2021 @ 10:18pm
Posts: 4