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There are two types of cards that win you the game -- ultimate break-the-game-for-a-turn cards like Incorruptible, and things that scale damage.
Main difference between characters is the latter part, each one has 2 to 4 viable ways to break the game and do crazy damage provided you have enough draw and survivability.
The former though is pretty much the same -- you take some broken risky card and remove the risk part of it by spending 500-800 dust in the forge shop, then duplicate it as many times as you can.
Best decks are very small, sometimes down to 8 dice, with most of them being forged and with 1-2 finishers. More reasonable to get and not die in the process have ~16 cards, most of which have draw, copycat or some kind of defenses on them.
Not sure what's the "glass cannon" part comes from, you literally die turn 1-3 against many enemies if you build full glass and don't end turn either immune, light shielded or somehow nullifying their damage.
Ohhh, so when you duplicate a forged/modified dice — it also duplicates any changes you made to it? Interesting. I actually thought it will give a "default" version, so never actually tried this.
By "glass cannon" I mostly mean builds that always prioritize high risk, perhaps not the best choice of words =)
Also, this is not counting Safe die specific Blessings (the 8 safe dice = Virtue refresh is extremely powerful).
The anti-Virtue Black Hole blessing is, likewise, pretty character or build specific. Ironically, one of the biggest reasons TO run anti-Virtue is Safe die heavy decks, because you don't self-corrupt very often, so you aren't going to be Virtue looping a lot. Some characters also aren't very Virtue dependent (Sothis can get away with only one Virtue per turn, Hav can sometimes do so depending on the deck). You're underestimating just how powerful 2 draw is, by comparison; one of the best Virtues in the games is Draw 1 die, and this Relic gives you 2 of them immediately, with no setup. This is worth trading 2 Virtue uses upfront and is only an issue if you are going past 2 Virtue uses per turn without Refresh regularly (so, for example, Cell never takes it).
You're right in the sense that it's probably one of the worse Black Hole blessings, but it's not unplayable and there are reasons to consider it.
As for regular Star Blessings, I'm struggling to name any that actively ruin your builds, so could you provide some examples of what you're thinking of? The most I can think of is something that Light Shields at bad times for self-Corrupt, but most of them are strictly positive or rewards for doing something you'd otherwise not think of doing (so not build ruining, just optional).
Moonie and Cell tend to reward heavier Risk playstyles on low Anomalies in general, since they have ways to compensate for them and the game is not hard enough to punish them for them yet. While it's true that glass cannon playstyles is still sort of the meta in higher difficulties, it is by no means "free" as you go higher and often something you have to consider with other factors. Act 1 in particular gets difficult enough that if you take too much Risky dice early, you will just straight up explode due to not having sufficient self-Purify to balance out the consistent incoming 6 Corruption per turn plus various debuffs. (In fact, Cell is generally considered one of the worst high Anomoly characters specifically because you are playing the "Glass Cannon" playstyle way too early before you can even be prepared for it properly)
You can win with safe die only, balanced only or risky die only, it all depends on how you approach the game, which character you're playing and what starting blessings you're going for, I've won games with 30+ safe dies in my deck and the helmet that boosts big decks + the photon gloves, some character have really powerful virtues and getting things that keep refreshing them or having a safe die based blessing combo makes wonders, especially if you have things that can boost your general dmg.
I ran the anti-virtue + safe die reset refresh + the shawl that refreshes virtues as the start of every battle. (refresh mechanic goes through the dark hole blessings and silence) It was one of the best runs I've had this far, literally just free extra dice.
I dont know who you've been watching playing this game, but I can say the the "meta" isn't set in stone, we all play the game vastly different, I'm a non-meta player and I've always been that way, I refuse to use the broken/op stuff and come up with builds that just work out of the gate and I do the same in this game.
Maybe its because I have 5000+ hours into games similar to this one, or maybe we just learn things differently, but I'm having a blast with this game trying out different builds almost every single run. (I also made a small guide here on steam for this game if you haven't seen it, it's not much, but it might help just a lil' bit)
Well, yeah, but I feel like this is exactly the issue of hyper-specific gimmick decks. I.e. yes, you can build a deck like this, but it's dependent on random drops. So on one hand, you can get lucky and obtain some of those items early and build around them, but otherwise you're easily screwed leaning on safe dice. On the other, you can simply go for high-risk dice to stand a chance, which is imho the one and only strategy you can confidently rely on if you want to win.
Nah, I don't watch anyone, just experimenting and reading these forums =)
Yeah, won that one as well, but was actually surprised to find out that at least one of my dice was always instantly discarded on draw (also got another draw bonus prior to that). So there is a limit to your hand the game never told you about, that just added insult to injury
The thing is, this is always going to be the case, ofcourse its a very specific build, if you get build enabling blessings in act 1, ofcourse you're going to build around them, its one of the core concepts of deckbuilding games. (Just like Grafts in Griftlands or Artifacts in StS/MT)
It's like playing an auto-chess game as a flex player. (Like teamfight tactics)
You're always supposed to be on the lookout for the "strongest board" and know where it is and how to do it, hence why playing flex is so strong in games like this, but if you hardforce risky die every single game, then sometimes you're simply going to lose because of it, because your other things dont support it, or that you missed something when you do this.
Now if you're a one-trick pony and you manage to beat all the difficulties like this then more power to you I guess, but in the long run its going to hinder your skill growth.
I think you need way more hours to talk about the balance of the game, you probably haven't even unlocked all the blessings and dice yet, nor played all the characters to have the full picture, I recommend for the future that you take your time learning the game before engaging in balance discussions.
(The game character tells you that the dice limit is 8, once you draw atleast 6 dice, atleast once per game) "My hand will be full soon, my limit is 8" so the game not telling you is false.
While I can definitely understand this notion, it still leads to yet another "Starfield debacle" a-la "the *real* game begins after 40+ hours in, you just have to grind a bit to get there and start having fun," lol.
Fair point, but those dialogue bubbles are really easy to miss. Especially since the game had a bit of tutorial in the beginning, don't see why this couldn't be included.
Almost all games similar to this one are like this:
1: Griftlands: levels unlock packs of more cards to use. (So the character gets more and more complicated the more you play them)
2: Monster train: each faction has 10 levels and you unlock faction specific artifacts and more cards as you level each factions. (Again, more complicated and more choices)
3: Slay the Spire: Each character here also has levels that unlock more and more cards as you play the game more. (Once again, making it more complicated and you having more choices)
and the list goes on and on.
The point is to learn each characters basic function, then as you level them up they get more and more cards and more "artifacts" that change your builds around, and thusly making the game more complicated as you get more and more hours into the game.
So honestly I have no idéa how you missed such a basic core concept in these games, even non-card games like Hades or Deadcells have the same function. (More weapons and items, etc, as you level.)
Now if you dont like it, that's a whole different discussion, if you dont like it from the start then i'm afraid playing the game more isn't going to improve your fun, because it just gets more complicated the more you play.
But ohh well.
- Risky dice are indeed what you build your pool around, but Safe dice are what support it. There are several Safe dice that I'm almost always happy to see, Reroll being the best example. Also, there's no reason why you have to focus on one particular class of die unless you're trying to max out a specific Blessing.
- The Black Hole Blessings are extremely strong. The one you specifically mention, the one-Virtue-per-turn blessing, is actually one I take almost every time I see it *especially* on Moonie. Note that it is explicitly stated in the text of this blessing that Refresh still works on it.
- The game is still more or less the same after unlocks. If you don't like the game now you probably won't like it after unlocking everything; if anything, unlocks dilute the pool of options.
I agree the Black Hole blessing don't feel worth it half the time, unless your character/build can ignore the downsides, or even work with them. I've never taken the one that applies Hidden after trying it the first time. I never even tried the one that limits you to one virtue per turn; from the very start I thought that sounded like a bad idea. In a game full of randomness, the virtues are the one tool that feel consistent most of the time. However, I will say this is probably down to the kind of player I am, as I don't like quite so much risk when it comes to the run-ending nature of roguelikes.
Overall, however, none of this has ruined my enjoyment of the game. So far, my favorite character is probably Austra. Despite her being the most random of all the characters, I actually had quite a lot of fun with her.
On higher difficulties it's a lot harder to win using mostly safe dice.
Safe die usage is mostly for specific builds with key build enabling blessings or characters that can utilize them properly.
Otherwise balance/risk is the way to go, safe die as a neutral choice is always going to be worse.