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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.
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.
Also she was the first I've managed to push to 200 damage, thx for the achievement
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.
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.
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.
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.
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
they've changed the water guy a lot too, you can basically get unlimited rain
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.
With Sefyra, it's no longer fun.
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!
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.