Conjury

Conjury

Sieglune Dec 13, 2023 @ 7:04am
Weapons enchant cards and balance in general
10+ hours in it and the game as been very interesting so far, unlocked every characters and enjoyed my time. Here is some point I would like to talk about :

- the weapons buff cards for Greth and Renaud made me scratch my head. Weapon enchant are very weak in general, as you want either to one shot monsters or fully defend against them, and they are very pricy (one card, cost 1, no immediate effect, need a weapon). They give "charge", but since you need 8 of it and, once it's active, only stay for one turn, it's not a reliable effect and I seen myself ignore it most of the time.

- All around, I think it would be more enjoyable if cards with no direct impact were less costly and/or gave more card draw to encourage building around them (Bows card in general, Quill's Alter, weapons enchant...).

- Playing against the dragon boss feel terrible. He make a lot of the decks clunky to play against him. Since you have to play around the Black arrows, it stop overcharge builds, builds who doesnt want to spend mana, and burst builds like bear builds. You have no way to know if it will be the final boss, so you have to ban all thoses kind of builds of your runs.

- Sleep, Discard, Card Draw, and Double effects builds are all strong and feel rewarding to build, thanks to their strong tempo, high damages and low cost cards when used right.

- fish builds are fun and the many way to draw the fish cards let you balance the deck bloating, but still feel clunky since some cards want you to use the fishes, other want you to keep them in your hand, and you are easily stopped by the max hand size.

- arrows build are fun too, but they have to spend too mutch mana to be functional (mana for the bow, mana for the card draw, mana for the arrows). The card reducing the cost of the arrows in your hand doesnt help since it also cost mana and force you to keep arrows in your hands instead of playing them, a pain with the max hand size.

Still, a very enjoyable game, I just hope more builds become viable in the future !
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Showing 1-2 of 2 comments
Boldrin Dec 14, 2023 @ 10:39pm 
My thoughts on Equip Balance. I have beaten Platinum difficulty with all characters at this point (Android version).

I think Nimble and Boomerang are the only worthwhile weapons on any difficulty after Silver.

Bo staff can also be alright but its like a discount/crappy version of Nimble since damage resets between turns.

Nimble w/ durability improvement cards/upgrades and Boomerang w/ Detach/Salvage/Bloodlust cards basically outclass everything else.

Crossbows/Bows are actually pretty good early game but fall off *fast* since upgrading the Bow/Crossbow doesn't seem to buff your arrow cards, and adding durability if you're not going to get extra arrow cards seems pointless. Though maybe I'm wrong about how this works because I stopped using them early into Gold difficulty.

Shields are too clunky and its obnoxious that you can't choose *what* attack you want blocked. You're better served killing things faster and relying on cards for mitigating damage or healing instead.

Also, why would I ever pick a weapon card that has disadvantages to try and counter-balance their barely above piss-poor damage, when I can instead pick a weapon that will endlessly scale to the end of the game? Weapons like Trident/Nunchaku just aren't anywhere good enough to merit the "2 overload" / "no draw" penalties.

I just think weapons in general need to buffed across the board, because paying 3 mana to do 3 damage 2-3 times just feels bad.
Last edited by Boldrin; Dec 14, 2023 @ 10:52pm
done Dec 17, 2023 @ 12:09am 
game is pretty poorly balanced for the later difficulties. if i do not get nimble or boomerang, it’s pretty much a waste of time (platinum). also if you dont draw your weapon quickly, u need to restart the game and try a new hand. this game needs a lot of work, wouldn’t really buy it at this point
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