HELLCARD

HELLCARD

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Jackson Feb 9, 2024 @ 1:11pm
Please Consider Toning Down Or Removing Spiritual Energy
What Spiritual Energy does. At the start of the turn increases strength of a random other monster by 10.

This is entirely unmitigated damage. Even if the number was more lenient at 5 it would be questionable given how high the base attack and base health of the enemies are this far into a run. As far as I know, there's no way to lower this damage, so if you don't pass the damage check, you just lose the run. I understand there are many random factors within Hellcard which can lead to fail states, but this one feels particularly punishing, which isn't fun to me.

I hope the devs can consider changing this mechanic as it ruins the game experience for me, and I don't have interest in playing it until it's addressed.

Thanks for reading.
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Showing 1-6 of 6 comments
Kappa Feb 9, 2024 @ 2:22pm 
How's a +10 attack going to ruin your run ( Normal or Torment 1-20 ) ?
Jackson Feb 9, 2024 @ 2:52pm 
Originally posted by Kappa:
How's a +10 attack going to ruin your run ( Normal or Torment 1-20 ) ?
Every turn an enemy gains +10 on top of their normal attack value. Most average around 5 attack or so in round 1 (though I believe some begin with roughly 15). It's not uncommon for incoming damage to exceed 30+ on one of the heroes. Enemies cannot be stunned twice in a row, which can also lead to issues when an enemy is continually attacking a player.
Last edited by Jackson; Feb 9, 2024 @ 2:54pm
Kappa Feb 9, 2024 @ 3:00pm 
Seems like you ( or your friends/companions ) don't have enough damage to deal with a single enemy ( or enough block to deal with, or alternate stun/freeze, etc.. ).

I think that a better deck might solve the issue ( I can tell you that we boost the whole board from +5 to +15 against the cook boss, every round ).

What torment level are you playing ( or by any chance are you playing endless and you are at a very low floor? )?

If you post the class you are playing with, some user might also provide you help with the deck building.
Last edited by Kappa; Feb 9, 2024 @ 3:02pm
Jackson Feb 9, 2024 @ 3:15pm 
While I agree my friends and I did not have enough damage to overcome, the ability to get enough is highly reliant on random events. There is also an argument to be made that all encounters are more manageable with enough damage. If that is the logic the game follows, I personally don't think the equation is very fun if I have to be x% lucky to "win". To simplify my thoughts, I wish all encounters were more strategy focused instead of luck when it comes to deck building.

As far as mode, we were just playing the standard 12 floors. This was the second elite encounter. I think I've had this mechanic pop up 3 times in all the times I've played so far.

For reference, we are not electing Torment modifiers. I have tried T1, but the difficulty it added wasn't enjoyable to me, so I haven't pursued it further.
Whitey Feb 9, 2024 @ 4:27pm 
As someone who's not an expert at these types of games I've accepted the fact that by the end of a run you're meant to be able to deal lots of damage and/or mitigate lots of damage (preferably both, especially if you have companions). Having cards that can stun/freeze or move melee/ranged to the opposite side where they can't attack are all pretty standard things to have (in my experience) in at least one deck if not two. Look for an overlying strategy that'll scale with "progress". Such as the rogue's cards that deal damage based on owned gemstones, or an arrow build with a card that deals damage to everyone based on how many arrows are in your deck (not to mention the other things to boost arrow damage). For warrior I focused on block/support one run and my brother and I finished just fine. Remember to upgrade cards and remove cards that aren't necessary for your strategy. Again, as someone that's not an except, I had to accept that removing cards was actually a good thing. Smaller decks are generally better. It's not like you can run out of cards. In fact, there's an artifact that basically rewards smaller decks with mana per card shuffle.

I wouldn't give up on the game just because one mechanic seems OP. There are a lot of things that annoy me, but I've had to learn how to deal with it. For example, rotten monster are no bueno when you want to use a card that damages (but doesn't end up killing) a everyone. If you're going to play that card then block up before hand. Also making sure fiery/horror imps aren't going to die in the near section unless you have block. We've literally lost runs because we weren't paying attention to that enemy. Make sure you'll only focus on one enraged enemy at a time unless you know you can stun/freeze a bunch of them or kill a bunch of them in one turn.

One monster giving one other monster 10 damage shouldn't be an issue because by that time you should be able to kill one monster with one or two cards while mitigating other damage if you end up having to waste to many cards/mana to deal with it. Talk with your friends about their deck build and complement that.
arcept Feb 16, 2024 @ 9:52am 
In runs there are a lot of factors for a reason. They don’t want a single build to dominate and be the only way.

That being said, you have a significantly better chance if you can freeze AND stun by level 12.

But I’ve had successful runs using zone swap effects instead of stun and then we had freeze to deal with monsters that can attack at both ranges. Was a fun run.
Last edited by arcept; Feb 16, 2024 @ 9:54am
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Date Posted: Feb 9, 2024 @ 1:11pm
Posts: 6