SpellRogue

SpellRogue

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Enjoying 1.0?
I'm having a hard time reajusting to this patch, pre patch i usually had no problem beating difficult 4, but now i struggle to even beat difficullty 0, the new hero feels really underwhelming and i've only manage to beat act 3 once out of ~10 games whit her due to not having enough sheilds or damage to push through.
If she runs into the dijiin you might aswell quit the run becase it means game over every time.

Other games when they make a new hero playable it's overpowerd when it releases, this game did a uno reverse and made her really weak.

I'll stick to the old heroes for now, until she gets changed!

What do you guys think of 1.0? Like it or not?
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I've only managed to win 3 of 16 runs with Sefyra so far. None yet with her 'Gust' preset (which is pretty terrible); in fact, I've abandoned some runs at the very first elite because I couldn't outpace their damage and the frustration of having a base attack that only work on Even.

I'll go as far as saying as most of her spells are completely underwhelming. Wings of Thunder is her best offensive spell by far and after that, it's probably Wind Shear and Pierce which are both common.

The entire X spell mechanic is also a waste because the Cascade buff is temporary and way too much work for the mediocre bonus it grants UNLESS you have an upgraded Wings of Thunder which is about the only spell worth the trouble.

And I really don't get spells like Flurry or Aetherstorm; 20+ casts in a class that has no real dice manipulation is odd. For 24 cast, Flurry should hit everyone at the very least. It would still be a garbage spell that I only pick to disenchant for the gold, but it might get someone to at least try it. As for Aetherstorm, I only made it work because I had the Epiphany ritual which let me cast it for free.

One last thing about her spells, they have incredible upgrade debt. The vast majority have to be upgraded to even be decent and that doesn't feel good.

I'm still enjoying myself but Sefyra is in a pretty rough shape, honestly.
Last edited by WiLDRAGE777; Apr 27 @ 4:39am
Ferdy Apr 27 @ 4:50am 
I'm glad you're saying it because I thought I was missing something, I can't put together an effective build with Sefyra to save my life.
Tim  [developer] Apr 27 @ 5:37am 
we're taking notes!

We're planning on doing a 1.0.1 bugfix and balance patch in the next couple of days. Sefyra got hit a little too hard with some nerfs leading up to launch so she seems to underperform early game before shards makes her take off.
Idk, I found Sefyra pretty strong, but squishy against 1 target (the spell with +6 for each is tremendously strong on Hydra or the 2 hands final boss).
Also she was the first I've managed to push to 200 damage, thx for the achievement :DarkApostle:
I didn't play in early access so I can't compare 1.0 to it and I've only gotten 2 rounds in so far. I've won both mostly out of luck on the first one as I took a front/back enemy damage spell for primary damage.

The act 3 boss being the same (at difficulty 0) is a bit of a letdown. The second round went way easier since I had prepared a grow build and spell for hitting all enemies in case it was the same boss.

The map balancing overall feels a bit odd. Normal fights feel rather pointless? A few coins plus a few more coins after I scrap the spell I won't want. Ruins for +5 max hp is underwhelming (healing usually isn't needed, and spells well a few more coins usually). It feels like you pick the maximize possible elite fights as you desperately need shards and hoping for events/artifacts are in that path.

Trying to grasp the buffs/debuffs is somewhat frustrating as well. some of them drop off entirely at end of turn and some stay and it is a little unclear which is which.
Last edited by chuckberts; Apr 27 @ 8:09am
I only really looked at this game shortly after early access release, decided to give it time to improve. I think game has come a long way since then. I can't speak to anything above base difficulty as I haven't done a run for that yet, but the characters all feel pretty good in their own way.

I think I did get a bit lucky with the runs I got though, early -50% shop prices relic is very powerful, and that let me get some good dmg spells early which carried a couple of my runs.

Sefyra was easily the roughest start though. She was the only character that couldn't do the first couple of fights easily. I got an early stone from an event and upgraded the tilt ability with the plus 2, and it was very confusing to use at first. I got the countdown gain block spell and upgraded it to get reduced countdown from gaining static, that basically carried my defense with the starting gain block spell that gave static.

Sefyra does seem just harder to use overall than the other characters, there's a lot more thinking about how the dice will change, and there are spells that move around, a mechanic I decided not to try on top of the rest of the stuff I was doing. She does feel overall weaker than the other characters to me.

I do feel like the spell effects can be unclear about what they do, I had to look up how destroy effects work as they were very poorly explained in game.

As far as the map goes, I think the nodes are fairly balanced. Relics are good, and some early ones can really help (cough, shop discount), fights are good to get income for the shops, and shops you can buy even more relics, and maybe a spell if there's a good one. Elites mean spell upgrades, rituals can be quite powerful, but I think they're often too slow to be useful. I'm iffy on events, some are really good, I like the mouse relic for one. Rest sites are the most underwhelming, only useful after a rough elite, or to get a spell for more money. The plus maxHP is underwhelming, I only really take it if I'm at near full and there are no more shops left.

When I try other spell sets and higher difficulty my opinions will likely change, but at least for standard, the runs have all felt quite beatable, and it's fun to put together a good engine, and have it work well.
Firellius Apr 27 @ 12:16pm 
Sefyra has a really rough learning curve. If you don't know the spells she can find and the ins and outs of her various build pillars (I've found Shift, Spark and Cascade so far) then it becomes really hard to figure out a build and she feels really weak.

I have now started to pick up steam with her though, and utterly demolished a few runs. She may be a bit more RNG-heavy though, with a lot of spells having restrictive dice ranges and odd/even requirements.

An important thing to note is that some of the synergies may be a touch harder to spot, like spell effects that modify dice being hidden in the upgrades instead of in a spell's basekit. Being able to spawn Sparky dice is great for static builds, Eolian dice are pretty decent for shifter builds, and Echoes... Well, they're just useful in general.

The position of the spells being relevant does add an extra layer of difficulty which probably makes Sefyra the hardest character to play, even if you do get to grips with her options.
the static mechanic seemed great on paper but feels underpowered compared to the other heroes. after a few failed runs of trying to make it work I did manage to easily win a run using doppelgale, cloudlance, and wind shear in that order, with power artifacts and a ritual that added charges back so it would go 3 times every turn to the opponents 1 turn.
Zubon Apr 27 @ 1:18pm 
Originally posted by Firellius:
Sefyra has a really rough learning curve. If you don't know the spells she can find and the ins and outs of her various build pillars (I've found Shift, Spark and Cascade so far) then it becomes really hard to figure out a build and she feels really weak.

Once you see the synergy, you steamroll. Each of her spell sets is teaching you one of her main mechanics. To take the first three:

- Shock is not amazing on its own, but it also helps with costs. You can get spells that give you Shock every round or per spell cast or when attacked. You can upgrade spells to countdown when you gain Shock. Several spells use Shock to increase or repeat their effects. Shock is just OK as a damage source but synergizes as a power source.

- The second spell set is my favorite. Cascade boosts your Xs, which lets you turn your lowest number into an overflow. I like to add Conduit and preferably Choke. There is nothing quite like hitting an enemy for unblockable damage, boosted to last 8 turns, that then makes it shoot lightning at its allies or itself. Conduit is probably the strongest mechanic on Sefyra because it works well against groups and solo and helps get around things like shields and thorns (but it is UGLY against Dreamweaver).

- Shift builds don't work until they work, and then they are amazing. 1-3 Shift-related spells do not do much. 5-7 Shift-related spells break the game. There are spells that do damage or block when they are Shifted. There are spells that add damage or block per cast for the rest of the fight when they are Shifted. There are spells that can shift every other spell and Eolian dice to move your spells. There are relics to boost you every time you Shift, and you can Shift constantly. I finally got the 50 Power achievement from Myrrenyth Flux, because you can gain X power twice per round, and did I mention Cascade plus spells & dice that let you position your spells? All through Act I, your Shift build will feel on the verge of dying, and then you will get to 6 Shift-related spells and start murdering everything.
Last edited by Zubon; Apr 28 @ 9:21am
havent played for about a year and the game feels significantly easier now than it did then

shops allowing you to pick 3 of 18 artefacts and turn reset feels completely busted, turn reset really feels like it should only be once per encounter
im also not 100% sure yet but it seems like you can much more consistently break the amount of dice per turn, could just be luck on my part but i think its due to the shop changes
ManyAz1 Apr 27 @ 10:50pm 
agree with zubon, once you have enough shift, and the shift that does damage w shift + the one which does armor with shift its basically the most powerful combo.

they've changed the water guy a lot too, you can basically get unlimited rain
I played a lot StS-likes and similar games but the difficulty here struct me very hard. One of the reasons I requested a refund. Sorry
Liked the idea with dices and such but getting constantly more damage incoming than having the chance to shield against it was a deal breaker for me personally. I want to able to block all incoming damage and not only a part of it.
Tactical challenges are ruined.
With Sefyra, it's no longer fun.
Felix Apr 28 @ 3:30am 
Originally posted by Dr. Husten:
I played a lot StS-likes and similar games but the difficulty here struct me very hard. One of the reasons I requested a refund. Sorry
Liked the idea with dices and such but getting constantly more damage incoming than having the chance to shield against it was a deal breaker for me personally. I want to able to block all incoming damage and not only a part of it.

Interesting. I've always felt that Spellrogue is quite a bit easier than Slay the Spire at base difficulty, and only catches up to StS by adding artificial difficulty with Descent.

There's more healing in Spellrogue than StS, so you don't need to conserve your health pool as much - it's OK to take some damage each round. One of the characters has a whole mechanic based around losing health - and it's very strong!
Felix Apr 28 @ 3:51am 
On Sefyra - she really benefits from Lathspell, if you can pick that up. I think she's pretty powerful so far.

Two winning examples:

1 - using Static:
* Electrolyze+ A
* Solid Electricity+ B
* Shock+ B
* Bolt Hammer+ B
* Haze
Rituals: Lathspell, Spell Catalyst
(Static is good single-target damage if you can build 200+ stacks of it!)

2 - using Cascade:
* Harmony+ A
* Aumkar
* Chakra
* Pierce+ A
* Aethercoil
* Trataka+ A
Rituals: Lathspell, Elemental Overdrive

...to be fair, Lathspell was already a strong mechanic, and the new version is absurdly broken with any deck that can target dice to duplicate. The main downside to the pre-1.0 version was inconsistency, since the ritual rolled one random die. The new version is really consistent, since you can set up your dice before enchanting 3 (!!!) of them with Lathspell. With a lot of decks, the new ritual is basically "turn 4: win".

Lathspell still has the other big downside from pre-1.0 though: Arkanax exists, so you can't rely on a deck that builds up to a single winning turn.
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