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in reality, if you have ~25% stress, that is a one in four chance for any card you draw to be a stress card, which means you're very likely to draw multiple of 'em in a turn.
even at 5%, you're not going to dodge that one in twenty chance for every card every time - sometimes you're just gonna get unlucky.
(plus, the times you get unlucky will stick in your head much easier than the times you don't, so it can seem like you're much less lucky than you actually are)
If you want to never draw stress, focus on shields, reinforcement, and taking as few turns as possible (so customers have fewer chances to stress you out). Or Lean In to it.
this would all be solved if people simply played more XCOM
I'm not sure that's the case here. XCom always seemed very fair in its estimates. A 95% chance to hit, say, would overwhelmingly likely result in a hit. Now sure, one attack with a 5% chance to miss, is not the same as drawing 4 cards with a 5% chance each for a stress card, resulting in 18.5% chance to get at least one stress card. But the frequency of pulling stress cards in Potionomics with even 1-3% stress is *really* high. I'm not sure stress works the way we think it does, it almost feels like there's a 5% base chance, that only gets added if you have any stress at all.
In any case, stress isn't a problem once you get Regulated Breathing from Saffron. The description of the card is a bit ambiguous, as it says "Lasts until the end of the current haggling session." What this means is that it lasts through all the customers you handle in a 2h period of opening your store. Basically once you've stacked 4+ of those you lose so much stress each turn you'll stay at 0 without even trying. I routinely sell my potions to over a dozen customers in one go with that, making way more money than you get with the vending machine. :>
It is difficult to go 0 to 10% unless you are doing it deliberately, but 20 to 40 is super easy because there are so many cards that will kill you in your hand.
Did you know, when you are above 20% stress, you get more stress giving cards? Such as "give 2% stress" or "give 2x stress for a turn debuff and give 1% stress" instead of just 1%?
Dis you know, when you are above 40% stress, your card will out right kill you with 6 to 8% per card?
In reality, 30~40% is practically a game over. You can't haggle. This seems quite... deceptive towards to players. If stress cards are something that had cost to negate in the hand, or they are just a dead weight, it would be fine, but the game chose the exponential spiral of death by design.
I feel like it should have dealt it like in the game Monster Train, instead of chance to draw stress card, more stress should put more penalty cards in your deck that does nothing, or that hurts you but you can pay the cost to negate. And those can not be removed from the deck unless you remove stress.
But right now? Shaffron's stress management is busted and Luna's stress scaling cards are unusable.
Unless you are trying to befriend every single person to the max, do whatever you want.
I don't play any stress preventing or stress reducing cards and I don't have stress issues. You just have to know when you should just close the deal.