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Honestly all character classes have bad cards that can be totally useless in endless mode including the gold/legendary cards. Just because its a gold/legendary card does not mean its good, plus you need to pick the cards that compliment each other to build a good deck.
Like for Rogue I don't bother with block or skill cards.. My go to is shrapnel and secret stash. There is another card that changes all future talon cards into concussion cards too so you can do a lot of stunning. The only issue with stunning is that you cant stun the same enemies each round which sucks a lot more than the tired debuff IMO.
bombs are also fun AF with rogue early on. Unfortunately, kind of like what you're saying, they do not scale well if you play endless.
One thing I would love to see is maybe some kind of scale up system in play for endless mode, especially for relics or at the very least a way to dump relics that were useful in the beginning but now might get you killed late game.
This is one of the top things I think would be a cool direction to go in: Have a way to boost the effect of the card (infinitely?) as opposed to transforming it into a different effect. You could even use those terms (Upgrade vs. Transform). I'm sure it would require a significant amount of reworking the current upgrade paths, but I think would really be beneficial to the endless mode.
Interesting, I did have a major oversight with sleeve trick and then secret stash or other cards that generate talon arrows, that would be a strong build, amazing if you could get shrapnel on top. I will stick to my point of emergency tonic not performing as it should and do believe it needs a change. It is legendary but I think legendary cards should have a good thing about them and should impact the game in a meaningful way since I have spent my currency upgrading to this point just for it to fall off completely. You are right in the fact that all classes have bad cards and cards that are overshadowed by stronger variants, but I think it would help replay ability and enjoyment if I could build something different when i start a new run or if I get offered only certain cards then i can make something of it instead of I didn't get anything that gets me to shrapnel, I'm not getting offered many arrow cards, I'm getting carried until my build comes online over an hour into the run. I think I am focusing on the debuffs too much but I can't understand why quarrels need shaky hands whenever you play them, lowering your damage when most of the time you can hit 2 monsters for a low damage, which gets lower with each play. Compare it to Book rip on the mage, 5 damage AOE with no downsides, actually a good thing as it draws you 1 card per active book and you can start with this card, maybe 2 of them with chocolate box. Seems that other classes are getting more love than others, I do focus on mage a lot but from playing they seem to have everything and be good at it. Maybe I focus on arrows and quarrels so much I don't use bombs, which may be the great part about this class, like you said they are fun to use early but fall off late in endless, but that's every class atm.
Rogue just isn't a very strong class. I only enjoyed it with secret stash + shrapnel + the card that makes talon arrows into concussion arrows. Even then the dmg isnt that great late game but I never perfected it yet either. Might go well with that relic that adds dmg to your attacks based on the gems you've accumulated. I have't tried quarrel but I know Rogue has influence/skill cards that play on tired or shaky hands too that I haven't looked into yet.
But I'll throw some stuff out about warrior too.
you have 3 ways you can play it, maybe 2 but ultimately only 1.
JI attacks - makes him a great far range attacker but its crap late game. basically useless
Swords - maybe something up your ally, couple this with a bunch of crowns or better buff cards and you can use 0 mana shadow strike to deadly effect plus other cards that make use of sword cards in deck for damage. Lacks AOE
BLOCK. literally the only way to play this class. A deck mostly built on skill cards with 2 breakthroughs and 2 turtle ups or OX cards can clean the floor. you'll eventually hit 32k block and deal that out as AOE dmg in a cone. AMAZING.
What I didn't mention in those is all the legendary cards that I ignore to built those decks. For instance, whack em all is a 3 mana card with -1 mana on focus. Seems like a good deal in early game but it sucks ass just like fractural whip with the mage.
Another is death mark or something, apply 1 mark and if they're already marked, deal 5 damage... Sure it better than just apply mark but honestly its a card being played for 1 mana to increase dmg on targets by a factor of 1 - its trash.
Death Scythe I think, another really bad legendary card - kill all monsters with 10 HP or less for 2 mana... It's literally useless. Reverse dmg, gut punch, serrated blade etc.
The list goes on, you have to to look at the cards your class gets plus the relics you need and build it. Just because the cards are legendary/gold doesn't mean they're always superior. For instance, I keep the card "LIFT" instead of upgrading it because I find it very good.
Choose the upgrade cards path, choose the relics path, choose REMOVE CARDS path.. Don't be afraid to spend gems on the cards that will carry you and get rid of the cards you don't need ASAP.
PS the dev's do offer you a way to start your next run differently with relics from the start. When you play a class long enough you'll get veteran pin and box of chocolates. It's worth it to use one of these because you'll start with better cards.
At the end of the day, all classes should be able to compete with one another. Me and my friends shouldn't of had to be 3 mages to beat torment 20 because freeze is so strong and stun is weak in comparison. Rouge does need a touch up somewhere to help her compete and maybe warrior too if you think he only has 1 viable build. Things for the Devs to consider for future patches