For The Warp

For The Warp

View Stats:
DarkenDragon Mar 30, 2022 @ 7:17am
the game is extremely unbalanced
I really want to love this game, but it is extremely unbalanced and very polar, meaning its either extremely too hard or extremely too easy depending on the cards you are offered.

so I've already mentioned in another post about the lack of discard pile, this made the game extremely RNG and making strategizing extremely hard. and I truly believe that a deck builder should have some consistency along with some RNG. it should not be fully RNG.

also the cards are very unbalanced. most of the best cards in the game are common rarity while the very rare cards are absolutely weak and have little scaling.

for example, I got the flux defluxer which is a 0 energy card that is common, it'll either +2 shield capacity or -2 shield capacity and deal shield capacity worth of damage. and getting smart shield equipment which gives +2 shield at the end of each fight. these 2 combo is a fairly low rarity and thus ended up allowing me to one shot many enemy ships with a 0 cost card.

and then you have cards that are 0 energy and draw a card while also doing something else. those cards are extremely strong and is a no brainer to take. as they cycle themselves and provide you something and also cost you nothing, also increasing your deck size while not affecting the chances of getting any card and is also another card played to help affect other cards. these should be a high rarity as they're just so good that you should take them all the time.

the other problem I find is synergies are so hard to deal with as the drop rate of these cards are so wide that you are taking a huge risk of taking such a card and have a high chance that you're not offered it again. or taking a drone specific card but not offered any drone cards afterwards. making it a dead card. I think it'd be better if each ship have it's own card pools that they can get so that their pools are so large that its hard to get synergistic cards. similar to how slay the spire has different classes and only can get specific cards from their classes.
< >
Showing 1-7 of 7 comments
YotsuMD Apr 4, 2022 @ 1:41pm 
As soon as I changed my strategy to go all in on shields and save up for equipment cards, and not waste money on fuel, the game lost all challenge. Damage buff cards stack, which makes cards like Flux Defluxer monstrously overpowered on a ship with 50+ shield capacity.

The game has a really nice art style and premise, but the deck building aspect is very much in need of a redesign/rebalancing at least. More content and more deck styles that encourage different deck strategies would be great, but the game doesn't need to aim for Slay the Spire tier gameplay to be good. I could see this game becoming a good entry point into deck building games for new players with just a little more polish on the core of the game.
Dangerous Beans Apr 5, 2022 @ 2:16am 
Originally posted by DarkenDragon:
I really want to love this game

Stopped reading here.
HereticPriest Apr 6, 2022 @ 1:09am 
Speaking of unbalanced, did they remove that card that lets you deal 10 damage for every boost point ? I never encountered it again since the game came out of early access. It was one of the most unbalanced cards in the game, though imho it would have sufficed to either cap the damage or make the card mythic or even more rare.
Ertai  [developer] Apr 7, 2022 @ 2:27am 
Hi, thank you for the feedback.
Flux defluxer really is more powerful, with certain ships, than what was planned initially.
It is on the list to being nerfed in the next patch.

There are also more card interactions and balance changes in the coming weeks, so hopefully the situation is going to be improved.

Thanks.
Two Clicks Apr 7, 2022 @ 9:09am 
Originally posted by YotsuMD:
As soon as I changed my strategy to go all in on shields and save up for equipment cards, and not waste money on fuel, the game lost all challenge. Damage buff cards stack, which makes cards like Flux Defluxer monstrously overpowered on a ship with 50+ shield capacity.

...

Ive yet to have a game where I build up enough shield to prolong my existence to gather the necessary damage cards that make the difference. But the game where I seemed to do best was when I had an unbalanced deck that was stacked with shield cards.
Sylxeria Apr 9, 2022 @ 10:41am 
Originally posted by Ertai:
Hi, thank you for the feedback.
Flux defluxer really is more powerful, with certain ships, than what was planned initially.
It is on the list to being nerfed in the next patch.

There are also more card interactions and balance changes in the coming weeks, so hopefully the situation is going to be improved.

Thanks.

Is starting a round with just three cards really necessary? I know there's an Equipment that changes it to five and it makes an astounding difference, especially with so many SECTOR ONE encounters that flood you with damage right out of the gate. If you're unlucky enough to come across the encounters that keep swamping you with 12 - 20 attacks off the bat there's no way you can not make it to the boss of the first sector if the game decides it would rather not see you succeed.

Which is what sets this game apart from say Slay the Spire, which while it has its random moments for sure is a lot more merciful about it and if you lose its usually because you got reckless or made some real bad decisions on your climb. I suppose that's the point of random-nature games like this, but it feels like the base balancing is just kind of... Off?

Again, the Freespace groups churning out 12 ~ 20 attacks or a swarm of drones kicking off a fight all putting out 10 damage each while you have only three cards to pick from none of which are guaranteed to even be a Shield, that's pretty harsh and you simply can't do anything about it other than 'cross your fingers and hope'

And when that happens on the first sector, before the boss is even reached? That kind of saps the enjoyment out of the game somewhat. Not enough to make me give up on it certainly, it's fun enough that I always want to come back to it regardless of how badly the dice roll shafts an early run, but a bit of smoothing out would be great. The game only just recently launched so some 'bumpiness' is to be expected - I have great hopes for the game's future when its already so much fun as it is :)


On another note, Burning damage ignores the player shields it seems, but enemy shields block burning?
Last edited by Sylxeria; Apr 9, 2022 @ 11:05am
Originally posted by Dangerous Beans:
Originally posted by DarkenDragon:
I really want to love this game

Stopped reading here.
they provided constructive criticism. You have not done anything. Grow up.
< >
Showing 1-7 of 7 comments
Per page: 1530 50