Hadean Tactics

Hadean Tactics

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Lycon Sep 10, 2023 @ 6:45am
Man the balance is REALLY off in this game...
Like combination with the bunny that gets like 45890674589674 haste in 1 minute with ♥♥♥♥♥♥♥ 1800 HP. combines with the giant rat and 2 small rats that put 34589734578934 decay on EVERYONE in a minute, combines with 2 of those little goblin ♥♥♥♥♥♥♥ that jump your backline and ♥♥♥♥♥♥♥ murder everyone before the decay and haste happens.... like and thats without the big mountian guy that has a gazillion HP and shield and gets shield bass.... lmfao. Like, if youre not cheesing in this game with spikes, summons or decay youre absolutely ♥♥♥♥♥♥, those 3 deccks are the only viable standard decks lmao.
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Showing 1-15 of 20 comments
Wingnut Mcmoomoo Sep 10, 2023 @ 11:40am 
there are alot more options than just spikes, summons, or decay tbh. I've found if you lean into almost anything hard enough it starts to scale into silliness.

if you don't want your backline jumped just pile into the corner, you have have a party of 4-5 and keep them all safe by forcing targeting onto 1 of them.

honestly it seems like the things you think are OP are only op because you're using the passive builds (spikes summons and decay) instead of the more active builds (might and fracture are the easiest two but even movement can help and there are others). The active ones tend to kill things faster and 1800 hp isn't that much tbh.

movement cards can help targeting the right enemies (or getting aggro off one of your units)
Lycon Sep 10, 2023 @ 12:12pm 
Originally posted by Wingnut Mcmoomoo:
there are alot more options than just spikes, summons, or decay tbh. I've found if you lean into almost anything hard enough it starts to scale into silliness.

if you don't want your backline jumped just pile into the corner, you have have a party of 4-5 and keep them all safe by forcing targeting onto 1 of them.

honestly it seems like the things you think are OP are only op because you're using the passive builds (spikes summons and decay) instead of the more active builds (might and fracture are the easiest two but even movement can help and there are others). The active ones tend to kill things faster and 1800 hp isn't that much tbh.

movement cards can help targeting the right enemies (or getting aggro off one of your units)
I do try the other things once in a while and then you meat the characters I said and poof lol game over.
my butt is erect Sep 10, 2023 @ 1:55pm 
Those enemies can sometimes be stupidly annoying but if you really think those are the only builds you're just being dumb and wrong. Also obviously there are various types of builds within those vague keywords you mentioned. If there's any way you're correct you're gonna have to clarify you mean very high corruption or something. Up to 10 I win like 80% of my games and do whatever I want pretty much based on what cards or items I find first.
Lycon Sep 10, 2023 @ 4:06pm 
Originally posted by Poongoolie:
Those enemies can sometimes be stupidly annoying but if you really think those are the only builds you're just being dumb and wrong. Also obviously there are various types of builds within those vague keywords you mentioned. If there's any way you're correct you're gonna have to clarify you mean very high corruption or something. Up to 10 I win like 80% of my games and do whatever I want pretty much based on what cards or items I find first.
yeah no, might spikes and decay are fine, but spells for example, i can NOT get it to work. EVERY ♥♥♥♥♥♥♥ run I fail because of ♥♥♥♥♥♥♥♥ enemies, 3 rats, an ogre and a guy getting 10 haste every second lmfao. gg. And 80% of your games? kinda hard to believe.
Last edited by Lycon; Sep 10, 2023 @ 4:06pm
LanceEteryu Sep 10, 2023 @ 4:45pm 
I keep finding that one of the most overpowered tank units is the dahlia dryad with swamp. It basically can't die so long as your team keeps debuffing them, even if the debuff doesn't do much. A global silence here, a global fear there(fear is actually really good though so recommended)... Every time you inflict an ailment, it gets shield, so if you combine it with another swamp unit(There's one that gives you ailment cards and gets infectious), you just need to focus on damage and it won't die very easily(Even better if you get a celestial unit). There definitely is a balance issue, because some strategies fall flat no matter how hard you try, unless specific units are obtained, which is not exactly balanced. All units should have a fair chance, but some just shine way more than others.
Lycon Sep 11, 2023 @ 2:44am 
Originally posted by LanceEteryu:
I keep finding that one of the most overpowered tank units is the dahlia dryad with swamp. It basically can't die so long as your team keeps debuffing them, even if the debuff doesn't do much. A global silence here, a global fear there(fear is actually really good though so recommended)... Every time you inflict an ailment, it gets shield, so if you combine it with another swamp unit(There's one that gives you ailment cards and gets infectious), you just need to focus on damage and it won't die very easily(Even better if you get a celestial unit). There definitely is a balance issue, because some strategies fall flat no matter how hard you try, unless specific units are obtained, which is not exactly balanced. All units should have a fair chance, but some just shine way more than others.
Yeah the dryad one is really strong, it falls off though once the unit dies and her sap has to be re-applied. But yeah stick her on the high hp target and once the sap gets rolling she becomes a god.
Lycon Sep 11, 2023 @ 5:03am 
Originally posted by Lycon:
Originally posted by LanceEteryu:
I keep finding that one of the most overpowered tank units is the dahlia dryad with swamp. It basically can't die so long as your team keeps debuffing them, even if the debuff doesn't do much. A global silence here, a global fear there(fear is actually really good though so recommended)... Every time you inflict an ailment, it gets shield, so if you combine it with another swamp unit(There's one that gives you ailment cards and gets infectious), you just need to focus on damage and it won't die very easily(Even better if you get a celestial unit). There definitely is a balance issue, because some strategies fall flat no matter how hard you try, unless specific units are obtained, which is not exactly balanced. All units should have a fair chance, but some just shine way more than others.
Yeah the dryad one is really strong, it falls off though once the unit dies and her sap has to be re-applied. But yeah stick her on the high hp target and once the sap gets rolling she becomes a god.
https://imgur.com/a/lB6vlhF easiest run Ive ever had, I dont think those dryads ever lost HP lmao. At one point during the final fight I had 43k shield...
my butt is erect Sep 11, 2023 @ 12:45pm 
It really is like 70-80% or something... I can go get the real stat if you really want.

Otherwise here's a spell deck that worked well just now if you're curious. I'm confident it would work on higher corruptions, because the enemy barely ever got a turn and we would almost immediately have thousands of armor.

Basically we didn't take any damage in many fights towards the end, unless somehow I couldn't get the armor generation card in my hand early. Which is why I ended up getting two prophecies and two sorcery shields, then it wasn't an issue. Generally I don't take 4 slots of units, but I had excess units since I took the level 2 draft for the beginning fate's blessing.

https://steamcommunity.com/id/poongoolie/screenshot/2018230889848772662/
Last edited by my butt is erect; Sep 11, 2023 @ 12:49pm
Lycon Sep 11, 2023 @ 12:52pm 
Originally posted by Poongoolie:
It really is like 70-80% or something... I can go get the real stat if you really want.

Otherwise here's a spell deck that worked well just now if you're curious. I'm confident it would work on higher corruptions, because the enemy barely ever got a turn and we would almost immediately have thousands of armor.

Basically we didn't take any damage in many fights towards the end, unless somehow I couldn't get the armor generation card in my hand early. Which is why I ended up getting two prophecies and two sorcery shields, then it wasn't an issue. Generally I don't take 4 slots of units, but I had except units because I took the level 2 draft for the beginning fate's blessing.

https://steamcommunity.com/id/poongoolie/screenshot/2018230889848772662/
I even have no idea how u get ur deck so small. Even when I remove cards at every stop etc I still end up with 20 cards. Anyway, I dont know the cards by name so I have no idea how that deck would have worked.
my butt is erect Sep 11, 2023 @ 1:02pm 
Too bad I didn't unlock extra circles yet on this character.

- [Prophecy] lets you draw any card you want from draw pile.
- [Spellbinding] draws all spells from draw pile and reduces their cost by 1 (so they all costed 0).
- [Sorcery shield] gives 75 armor to your whole team each spell cast, for 2 turn, and they stack as you cast more sorcery shields.
-[Refresh] replaces your whole hand with a new draw, in case you got a useless hand somehow.
- Hero went level 1 of each route, as auras were more useful than the skills.

Those are what made the deck work, the overthink (when upgraded: +2 energy this turn, -1 energy next turn) wasn't really necessary.


Also, I took gorgon's gaze artifact, the thing that generates 0 mana cards that stun random targets.
Last edited by my butt is erect; Sep 11, 2023 @ 1:05pm
Lycon Sep 11, 2023 @ 1:14pm 
Originally posted by Poongoolie:
Too bad I didn't unlock extra circles yet on this character.

- [Prophecy] lets you draw any card you want from draw pile.
- [Spellbinding] draws all spells from draw pile and reduces their cost by 1 (so they all costed 0).
- [Sorcery shield] gives 75 armor to your whole team each spell cast, for 2 turn, and they stack as you cast more sorcery shields.
-[Refresh] replaces your whole hand with a new draw, in case you got a useless hand somehow.
- Hero went level 1 of each route, as auras were more useful than the skills.

Those are what made the deck work, the overthink (when upgraded: +2 energy this turn, -1 energy next turn) wasn't really necessary.


Also, I took gorgon's gaze artifact, the thing that generates 0 mana cards that stun random targets.
talking about relics, any time you ever take the parasite? Reduce the cost of a card in hand by -1 but all units take 15 dmg?
my butt is erect Sep 11, 2023 @ 1:21pm 
Originally posted by Lycon:
Originally posted by Poongoolie:
Too bad I didn't unlock extra circles yet on this character.

- [Prophecy] lets you draw any card you want from draw pile.
- [Spellbinding] draws all spells from draw pile and reduces their cost by 1 (so they all costed 0).
- [Sorcery shield] gives 75 armor to your whole team each spell cast, for 2 turn, and they stack as you cast more sorcery shields.
-[Refresh] replaces your whole hand with a new draw, in case you got a useless hand somehow.
- Hero went level 1 of each route, as auras were more useful than the skills.

Those are what made the deck work, the overthink (when upgraded: +2 energy this turn, -1 energy next turn) wasn't really necessary.


Also, I took gorgon's gaze artifact, the thing that generates 0 mana cards that stun random targets.
talking about relics, any time you ever take the parasite? Reduce the cost of a card in hand by -1 but all units take 15 dmg?

Yeah parasite would have been good in this deck but didn't really matter since enemies barely ever got a turn anyway. Any deck with full party armor cards would be nice with it. Like whatever that card is that costs 0 and armors the whole team when any card is played (that thing is op).

I did have several relics that synergize with spellcasting which did make a big difference.
Last edited by my butt is erect; Sep 11, 2023 @ 1:21pm
LanceEteryu Sep 11, 2023 @ 4:10pm 
Originally posted by Lycon:
Originally posted by LanceEteryu:
I keep finding that one of the most overpowered tank units is the dahlia dryad with swamp. It basically can't die so long as your team keeps debuffing them, even if the debuff doesn't do much. A global silence here, a global fear there(fear is actually really good though so recommended)... Every time you inflict an ailment, it gets shield, so if you combine it with another swamp unit(There's one that gives you ailment cards and gets infectious), you just need to focus on damage and it won't die very easily(Even better if you get a celestial unit). There definitely is a balance issue, because some strategies fall flat no matter how hard you try, unless specific units are obtained, which is not exactly balanced. All units should have a fair chance, but some just shine way more than others.
Yeah the dryad one is really strong, it falls off though once the unit dies and her sap has to be re-applied. But yeah stick her on the high hp target and once the sap gets rolling she becomes a god.
I'm not even referring to the sap. The shield from swamp is what I refer to. Sap is good, sure, but honestly mixing it with the lifesteal path and then having an ailment team makes it unstoppable.
Izunyami Sep 12, 2023 @ 9:07am 
One thing I've noticed with these simpler indie games is that utter lack of balance. I think too many small time game indies don't spend enough time learning game theory and how balance works. Some imbalance is fun, but too much makes the game unfun or limits what is feasible.

This one at least seems somewhat more balanced than most small indie games. Probably helps that it follows the typical Slay the Spire model so there's some previous work to model after.
Last edited by Izunyami; Sep 12, 2023 @ 9:08am
my butt is erect Sep 12, 2023 @ 9:37am 
I'll have to get a more nuanced opinion as I climb up but I'm not really convinced it's badly balanced. And in some amount, this early in release, it's expected to be a bit off as it's tweaked.

There are a few weirdly op cards though, yeah. It's weird because they're direct upgrades. I think there's a card that gives 200-something might, but also splash, and costs 1??? That's kind of weird. I guess they wanted to include powerhouse cards that are exciting to find instead of purely being balanced alongside the base cards.

So far I'm between 6-9 corruption levels on all classes and feel like I can use almost any card in a build and win.
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