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Warlock's main problem is inability to equip Demonic Axe, on the other hand warlock can use throws and grapple like a brawler, if for less damage.
Also if you mean by the default deck, then no, it's quite powerful. You just need to manage your curse gambling. Basically you only want to use cards that give you curses if you have a card, or WILL have a card that can consume or discard that curse for an added benefit.
It's a tricky and risky playstyle, but with more curse related cards down the road it can become rather powerful.
I can manage curses all i want, when there's a chance that Cursed strike will give me a bonebreak that increases the cost of consume curse so that i can't remove it. Cursed lightning is only like 2 points stronger than noncursed lightning, and for that you can get a bone break or ouroboros to completelly screw you. Also the curse removers don't remove curses but discard them, so they go back into the deck and screw you on the longer fights. Cursewalker lacks reducing the cost of the movement card so good chance you can't use the card it spawns and it becomes a waste of draw later on.
Imo Cursed lightning should cost less so that it's not a tricky inferior Lightning, Curse removers should remove so they're not tricky inferior Ponder and Cursewalker should have the deft effect so it's not useless.
Speaking of curse management: Cast Cursed Lightning on last enemy, screen changes color, enemy keeps standing... it gave me Apparition and reduced it's own damage...
The mechanic is just not fun or balanced by the measly few extra points of damage, and shouldn't work like that even if it was
However I think that the warlock starting deck is okay. I just think that it's extremely spikey. The top end cards are really good, hurricane is phenomenal in terms fo how much value you get out of a single play. The bottom end cards are really bad and there's more of them - but if you're reliably removing two cards at the first shop node you can start to mitigate that fairly quickly and hopefully get something very decent by the end of the first act.
Beyond that, I don't think the warlock's magic bonus and flat melee damage make up for the fact that she can't equip weapons. A regular mage with a little luck at the shops is going to out-damage her, and the really useful magic cards are all buffs, debuffs, and utility, anyway.
1) Remove all of the curse cards from the deck
2) Add cards with some utility
That's how I ended up winning. Recruited a brawler, brawler does the big melee damage, warlock does the big spell damage, in a pinch wrlock tackles or throws somebody to get out of a bind.
There are curse effects that are absolutely run-ending. And yeah, there's no curse-spell that makes up for that risk. But the logic is that you don't use those spells unless you have a way to deal with them at the ready. A cursed lightning on a +50% damage warlock followed up by the card that eats a curse for a heal is a very powerful combo. A deck that's built to exclusively accumulate and eat curses and benefit from discards has potential. Is it worth the time and resources to build that deck? Probably not, but that's more a question of balance than mechanics.
Point is, warlock is the curse class; you either empty her deck of cursed cards or you go all in on them. If you don't want to deal with curses as a mechanic, you should absolutely not play warlock.
You CANNOT deal with them. They go into the graveyard, then the deck, then they screw you later. You can skip using your Cursed Lightning until you have Consume Curse in your hand all you want (bricking your strongest attack), you can still draw it later when you don't have Consume Curse.
Cursed Lightning has 3 extra damage on Warlock compared to Lightning Strike. Consume Curse heals for 2. Neither card is powerful and they're not a powerful combo.
How much potential?
Ah.
Point is, it shouldn't be. Spells are cool and unarmed cards are some of my favorite in the game, so an unarmed spellcaster should be awesome. Instead, warlock has the least fun starting deck out of all the classes. Either the curse nonsense should be removed and replaced with something else, like unarmed support like tackle and grapple, or curse support should be reworked so it's not awful