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Exhume cards for the stranger can also drag things out if you take too many/draw them too early. The problem's kinda the reverse there--you can't get them out of your hand to draw new cards, because playing them just retrieves your other exhume cards I'm not sure there's an easy silver bullet for that from a game design perspective, and it might be intentional.
A few nitpicks: There is actually one status that wipes out phantom cards: Sleep makes you lose all of them. And there's another curio that's even more absurd for generating phantom cards--one that says that for every 4 oracle cards you play, you get a phantom copy of all cards (real or phantom) you played. So in a full-oracle deck you can basically just play 3/4 of your cards infinite times and build up 50+ cards.
Interesting -- I only played a little bit (5 hours or so) so clearly my perspective is a bit limited. And even then I was able to spot the problem, which kinda goes to show that the problem is fairly significant.
The hand size does seem like a major issue, the game simultaneously wants you to be able to have an unlimited amount of non-library cards and doesn't support you doing so (especially with KBM, maybe controllers can at least scroll through them).
I didn't realize Sleep removes those, but I haven't met a mob that actively inflict it the same way Stun and Burn does. So maybe if enough mobs do that, the phantom card problem can be somewhat counterbalanced. (though that'd be kind of a bad way to balance the game imo)
welp, hope the devs can take a look at rebalancing this aspect of the game because I've successfully optimized the fun out of this game lol
my metaslave mind is now forbidding me from playing any deck that don't involve trivializing every encounter by having a horde of phantom cards and roleplaying a lv15 DnD (divination) wizard
I had the chance to read your recent forum discussions, and I've also had a chat with the team regarding the concerns raised here. First and foremost, I'd like to emphasize that, as Dungeon Drafters is a singleplayer experience and designed as such, we don't have a problem with the game featuring powerful combos. However, we believe that these combos should be attainable only by players who possess exceptional deckbuilding skills and a deep understanding of the game mechanics. I'll delve into this topic shortly.
It's worth noting that we were aware that players could amass an infinite number of cards, but we needed some time to implement a more user-friendly interface, especially when the numbers started to spiral out of control. The good news is that this is one of the reasons we're improving the UI in the upcoming 1.1 update.
There have been some valid points raised in this discussion regarding game balance, and I want to assure you that the 1.1 update will tackle these concerns as well. As I mentioned earlier, we believe that overpowered combos should be challenging to achieve and should demand a great deal from the player. As a small indie team, we may not have had as much resources for playtesting as the game truly deserved. This has led to certain cards and mechanics being exceptionally potent, such as Exhume.
We understand that Phantoms can often give players a sense of being overpowered, and that's relatively intentional. We aim to provide players with a feeling of power when executing medium-level combos, even if they aren't technically broken. Some of the card changes we've made should mitigate the issue of easily creating Phantoms. While there will still be ways to break the game, you, as a skilled player, will need to go beyond the simple "have 2 copycats in hand and spam them all the time" approach.
I hope this clarifies some of the doubts and issues you've raised. While our solution might not align with everyone's expectations, we believe it will contribute to a healthier game overall. Importantly, it won't add significantly to our production timeline, as our game's intricacies make adjustments somewhat challenging. Thank you all for your valuable input and support!
This is why I didn't call it "broken" or "overpowered." Every deckbuilder I've played, roguelike or not, features broken combos. While a Roguelite is easier to balance due to those runs being exceedingly rare, having a constructed deck is somewhat of a different beast. In every card game, "constructed" is the mode that takes the most thought to balance as players naturally gravitate towards the strongest deck and it is often difficult to have multiple archetypes be on the same level. The meta (for a pvp game) therefore becomes "unhealthy" when a singular archetype dominates the scene. Here, I think just having one curio that trivializes the entire early-game is definitely not the play -- Dungeon Drafters seem to flourish in the mid-point between when a player has every card available to them and when they have none, like when starting out in a (competitive) card game and you are scraping by with budget and scrappy decks. Something to watch out for here is that there shouldn't be an "obvious best choice" that the player can easily gravitate towards, as that kinda takes away the fun part of deckbuilding. But in any case, constructed card games are really difficult to balance and I hope you guys come out better for having tried it.
but in general, i have seen this in lots of game
when one particular playstyle or one specific weapon or spell outshines all the others , then it pretty much makes me feel like there's no point in using anything else.
no point in using suboptimal strategy, if a singular dominant strategy exists.
this is where balance comes in and yeah, it can be a challenge to make a game balanced where multiple weapon builds, multiple character builds are all equally viable. l and usually devs "balance" it by nerfing everything but one could go the otherway and make everyone equally overpowered, but yeah, it should take work and a bit of luck for a player to get overpowered. a player should have to work for it. nit just have it right out the door.