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One possible thing might be to make them curse eaters (able to elect one curse to "eat" temporarily, retain the curse until next round with curse NOT acting up but under duress of eater .... e.g. maybe one less damage or like a bleed effect...this would give the warlock a little more freedom from the possibly run ending ones like bonemelter.
Also, having a lv0 profile and saying consume curse makes me think you're playing on baby difficulty and still losing. Thanks for working on making my bad day worse ♥♥♥♥♥♥♥
Warlock was always a weak brawler anyway. Them nerfing the melee damage does not really matter since we should be using magic for damage and brawler moves for crowd control.
However i do understand that the brawler/sorc playstyle was the fun aspect for you but I want to play using the curse mechanic rather than avoiding it. Imho sorc was so far ahead of warlock its not even a fair comparison.
I'd rather see some scaling for the Warlock, like +10-15% magic damage at the end of each act, or a flat +75% instead of +50%. This way you'd be rewarded for picking magic over meele as you main damage.
Maybe a temporary +5-10% magic damage for each curse created this combat, instead of a flat buff. (or +1, +2 damage modifier for each curse created and keep the -20% unarmed damage.)
It's already hard to compete with Quarterstaff (0 cost for first attack/card each turn), Magic Staff (0 cost for first spell each turn) thing or the Axe of Magic damage+ (+125% magic damage).
Warlock uses unarmed cards not because she needs damage, but because of their incredible utility - and devs done nothing to reduce it.
I think what Warlock needs is not pure damage buff or nerf, and not even card change (sorcerer can in theory get the same cards, either during deck draft or during the run) but some kind of unique character trait, something which can't be compensated for by weapons. For example, an effect like "each turn you either discard a curse or add a random one, but you can't chose neither" will make warlock very different from any other class.
Draw a card / Next card played costs 1 less momentum
Or on curse discard closest enemy gains 2 vulnerable, more general "a passing the curse to an enemy mechanic".
Basically, let's just look at Brawler:
- she can't use weapons, but this means she can always use unarmed only cards
- and she gets +50% to these cards, so even if another character tries to remove weapons they would still be worse, and would lose all weapon bonuses.
Weapons are cool and have effects which are not directly compensated by her +50% bonus, but Brawler has cards that can't be combined with weapons.
On the other hand, with magic:
- we have less cool magic weapons. I think this side can use some improvement, in quantity if not quality.
- but some of them are really good
- Warlock gets the same treatment as a Brawler, +50% damage but unable to use weapons... But there are no magic cards that benefit from this. Which means that as long as you have a Demonic Axe for each sorcerer, you don't need warlocks at all. If your main is a warlock, she is falling behind the rest of the party, without anything good to show for it. Other than Brawler cards, which just got nerfed, but were always worse than from Brawler herself.
What can it be? Giving her +125% to magic you get from Demonic Axe+ from the beginning will ruin the balance in the early game, so this is not a solution. So she needs either some warlock-only mechanics, or some magic cards requiring you to have no weapons. IMO, second is much harder to do.
But as support, Magic has some really nice cards. One-shot Healing cards are fine because they aren't complete bricks. The Magic Shield comes in handy in all sorts of tight spaces. Being able to dole out Attuned benefits can be fun and profitable.
So I agree: some sort of unique attribute for the Warlock. Some of the ones already mentioned are interesting ideas.