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Although we will tweak some cards, this option is the one we are looking at and leaning to.
1 shuffle per turn.
Eddit: We made a poll at our discord if you want to talk about it.
But it is an elegant solution otherwise. If nothing else, this makes someone going for a deck cycle build have a real incentive to go beyond the minimum deck size intentionally, and to include payoffs that cost more than 0 energy. I'm on board with the idea currently.
I prefer not to use Discord whenever possible for a variety of reasons, and hope that the majority of meaningful discussion will at least be cross-posted to the Steam forum or news posts here.
"Rhin <AtO> — Aujourd’hui à 16:56
The poll can continue but for the moment we have decided that if there is a penalty for looping, it will be an increase in the cost of cards when making multiple reshuffles and we will introduce it at NG+2 or 3, so that the scoreboard races are more balanced."
So I dunno.
Can't even begin to figure out how you'd do it with a rogue, as far as I know they have no cards that do damage and draw...
None of the priests seem to get a discount on attack cards, and Warriors only get discount on defense cards, which won't get you there.
Rogues do get discount on melee attacks, but again, as far as I know, none of their attack cards give you card draw, so...
Hmm, no... You'd be losing cards on each cycle. You'd need a draw-positive card, Enrage is neutral (Play one, draw one).
I'm just going to assume I haven't unlocked the necessary cards yet.
I figured it out. It was a card I was missing! The Rogue card "Setup", specifically. Upgraded, it has a 0 cost, and lets you draw 3 cards and put 1 back. So it's draw-positive.
Combine with Slice, which can either be upgraded to zero cost, or reduced to zero cost through when you hit level 2 or 3 (I forget which).
So you Just need a bunch of the Setup card and a few Slice cards. Bonus if you can also include a fair chunk of cards that can be burned to reduce the deck size so you can cycle through faster.
https://steamcommunity.com/sharedfiles/filedetails/?id=2459797780
the freecard loop only can make you have infi block,speed(andrin), or heal.
every damage loop will cost your card and energy. both have limits 10.
That build you posted won't let you build up to infinite damage... If you made your mage fast enough to go before Andrin (Or Thuls, should work just as well with Thuls), then you could theoretically buff your rogue to 10 energy for turn 1.
This would let them play the two Chant of Accuracy for +8 Sharp.
That would leave 8 energy, but you need to reserve 3 energy for using Fan of Knives. So 5.
We've drawn the entire deck into our hand using Deflect and Sprint (And Setup if we were forced to, but we'd rather save those for later if possible. So we have an empty draw pile and discard pile.
This lets us cycle Camouflage until we run out of energy, gaining +1 Sharp each time (Potentially more with the right equipment, like the Assassin's Tools and the Dark Hood). But we'll go with the minimum.
So we cast Camouflage 5 times, bringing us to +13 Sharp. Now we have to use Adrenaline.
That puts 1 card in the discard pile, but gives us 2 energy.
Using Camouflage now draws Adrenaline again, and puts Camouflage back in the discard pile, and brings us to +14 sharp.
Use the other Camouflage, and we have +15, and still have 1 Camouflage in the discard pile.
Now we use Deflect to pull Camo out, and leave Deflect in the discard.
Play another Adrenaline, and then both Camouflage for +17 sharp, and we now have both Camouflage cards in discard.
We use Deflect to draw again, and so on.
We can continue this until we've burned both of the Setup cards and end up with all the Deflect cards stuck in the discard pile. Setup lets us reduce our draw deck from 3 to 1, or 4 to 2. So we'll use it when we hit 4 cards in the draw pile each time. This should generally be both adrenalines and both Camo's.
So... at 17, and 2 in draw, +4 to 20 sharp, that brings the draw pile to 4, play setup, repeat for +4 to 24 sharp, then play the other Setup. Another +4, for a total of 28 sharp, before we have to start losing Deflect cards to the cycle. I think we can get another... 4 sharp once we start losing Deflect cards? Not 100% sure, but that gets us to 32 sharp.
Now we throw Fan of Knives and deal 35 damage to every enemy. Which isn't really amazing, but next turn--and each turn after--we can add another 26 to that. So round two we deal 61, round 3 we deal 87, etc.
Not the first round kill everything that the OP was suggesting, though it's pretty cool.
It consists of:
1x Whirlwind (To use when you decide you've buffed enough to one-shot the whole enemy group)
2x Warpaint (This is the actual key to the loop)
2x Bloodrage
10x Enrage
Enrage is a 1 energy cost card that lets you draw a card, gains you 3 energy and two stacks of "Powerful", and vanishes.
Bloodrage is card that costs 0 energy, does 14 damage to you, gives you 2 bleed, 2 energy, and vanishes.
Since you can make all the Enrage and Bloodrage cards go away, you'll ultimately be left with a deck that is just Whirlwind and two Warpaints. You will also have long since capped your energy at 10 by the time you use all the Enrage cards.
The 10 Enrage cards bring you to 20 stacks of the Powerful buff, which gives +5% damage per charge, so you're already at +100% damage. That makes Whirlwind a 48 damage card. Potentially 66 if you upgraded it.
But the real loop starts here. Since you have no cards in your draw or discard decks at all, and Warpaint is a free card, you can simply loop casting Warpaint as many times as you want, gaining 2 Powerful charges each time.
So just keep cycling Warpaint until you have enough to one-shot the enemy group.
Say your target has 500 health. Upgraded Whirlwind is 33 damage by default. That means you need whirlwind to do a bit over 15 times its normal damage. Approximately a 1416% boost. So you need 284 Powerful charges. Meaning you need to cast Warpaint about 132 times. Then use Whirlwind and watch everything die.