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Ein Übersetzungsproblem melden
Its all about finding the right combos
One card is: Each party member gains block equal to the incoming damage on them, another is : Stun all attacking foes.
Unlike mage's eternal winter, Neither of these cards strain, so you could use them forever in a long fight.
I've also seen warrior decks that generate hundreds of block for the whole party, never lose block on them, and do damage equal to their block to whole areas of the board at once.
Warriors have the highest overall block generation and burst damage, Rouges have the strongest CC, and Wizards have the most consistent CC, great AoE damage, and the best infinite combos (or will once stamina burst is nerfed.) All have their place.
Vanish is very strong but it's stun which means it doesn't work on enemies that were stunned last turn. I've had runs as Rogue where I steamrolled everything on the first 11 floors with stun but then I got to the final boss and died as soon as he was attacking while previously stunned because I didn't have any other recourse.
Clout/Chainshirt are super broken but there are only 2 such cards which means you won't always be able to get one, and even then there are cases where they won't save you (disarm, Reckless torment).
Meanwhile there are 5 freeze cards in the Mage class so you'll basically always be able to get a couple if you want, and once you do you are pretty much safe from everything except that one unlucky turn where you don't draw freeze. I have never actually had a run with more than one person playing mage and trying to get freeze cards, but I can only conclude it would be unstoppable. I'm interested to try it out when the "singleplayer advanced" mode comes out.
Infinite combos aren't actually that important IMO, because none of them work against Antipope and many of them don't work against Archdemon either. If your strategy steamrolls the first 11 floors but leaves you unequipped to deal with the hardest one, it's a bad strategy.
And I agree. Rogue has a lot of great "turn-solvers", but they all come with down sides (armor card will leave you tired and monsters can be stunned consecutively). While freeze come with no limitation (except for some card having strain).
But in my opinion, the most unfair advanatge of the Wizard is the "Little Helper" starter artifact, it pretty much trivializes the 3 point Pacifist torment modifier.
We are working on Torment 21 now, and I've reached a point where I'm forced to play with Pacifist on my Rogue, and it's a massive penalty to deal with.