100% Orange Juice
UnLuckyCat Jul 22, 2015 @ 1:12am
Card/Deck/Character Guide
Or something. Still a WIP, but here check it out:
http://steamcommunity.com/sharedfiles/filedetails/?id=472501062

Still writing up most of the descriptions and things, but I'd like to get some feedback before I finish. Tell me I'm dumb, things are wrong, or why your favorite thing totally works and all that. Seriously, I want to know.

Right now the character stuff is largely automated based on what I put down for each card. Some stuff could be completely backwards due to whatever factors I failed to consider. I'm absolutely open to shuffling things around, but it's a lot to go through all at once. Please, even just check your mains to see if anything is out of place, it'd help immensly.
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Showing 16-30 of 33 comments
UnLuckyCat Aug 11, 2015 @ 10:17pm 
Added tentative sections for Alte and Kyoko. Haven't yet gone through the results proper, but thought I aught to have something done early.
Last edited by UnLuckyCat; Aug 11, 2015 @ 10:23pm
PhleBuster  [developer] Aug 11, 2015 @ 10:21pm 
I'd personally move Long-Distance Shot and Mimyuu's Hammer from good to worst cards for Alte, as they're giving other players a way to drop her from her hard-to-achieve 1 HP.
UnLuckyCat Aug 11, 2015 @ 10:26pm 
That's definitely on the to-do list. Haven't factored in hyper / passive specifics since I only ran their stats through an automated formula. Those cards won't ever be the Best for Alte, but they can still help bring her down to 1hp so they might not necessarily be the Worst. I'll double check with what I have for Syura.

Edit: Oops, I had Long-Distance Shot in the wrong spot for Syura, so I bumped that down where it belongs. Those kinds of cards are terrible for Syura since she's relatively tanky. Static damage cards are actually some of the best for Alte's stats when she's not at 1HP with a hyper ready. Although most players aren't going to be nice with LDS, so that's only going to be useful when she draws it herself.
Last edited by UnLuckyCat; Aug 11, 2015 @ 11:06pm
UnLuckyCat Aug 12, 2015 @ 8:39pm 
Updated Krila's cards based on her higher Def stat
Updated Sora's new card border
Added Alte/Kyoko unit+hyper cards, and adjusted their cards up/down based on several factors.
xaerock [RVR-42] Aug 13, 2015 @ 2:09am 
Thanks for working on this, super helpful.

Isn't President's Privilige a decent card for Alte? It has good synergy with sealed guardian, chariot and forced revival which are in her favor.
Last edited by xaerock [RVR-42]; Aug 13, 2015 @ 3:44am
UnLuckyCat Aug 13, 2015 @ 1:54pm 
I considered it, but it depends on the other cards you bring. Her hyper is cheap, so it's not a shoe-in, plus not all of the typical expensive cards benefit her too greatly. Problem with Forced Revival is someone else needs to use it on you, so they're not going to do that unless they know you have no hyper.

It should probably be at least neutral, though.
Originally posted by UnLuckyCat:
I considered it, but it depends on the other cards you bring. Her hyper is cheap, so it's not a shoe-in, plus not all of the typical expensive cards benefit her too greatly. Problem with Forced Revival is someone else needs to use it on you, so they're not going to do that unless they know you have no hyper.

It should probably be at least neutral, though.

An issue I've found with President's Privilege on Alte is that it works against her more often than it helps.

Giving Marc a cheap Big Rocket to use or letting Sora/Suguri bumrush you with high rolls is just not worth the benefit of using a small subset of cards like Sealed Guardian late-game.
UnLuckyCat Sep 2, 2015 @ 1:55am 
Updated Alte's Hyper and some related cards to reflect new changes (not that new)
Changed Kyoko's cards a bit (more importance on Hyper)
Added Enemy characters (Chicken, Robo Ball, Seagull)
Added Boss characters (Store Manager, Shifu Robot, Flying Castle)

Let me know if anything seems wrong. Honestly, the bosses are tough and it feels like it's all subjective since I went through every card one by one to consider their unique quirks. I'd love feedback from those who play as or against them a lot.
Slashley Sep 2, 2015 @ 5:37am 
For Boss, I've been thinking that Gift Exchange is a must. Sadly, I haven't tested this yet but... the theory behind it is, unlike traps sometimes (especially when Boss is on the map and you KNOW it was him who brought those Flamethrowers), Gift Exchange is something that players might very well use. Maybe you don't have your own Hyper at hand? Maybe your hand sucks? Maybe that Suguri just pulled 3 Accelerators with Passionate Research? Use a Gift Exchange and you might end up with something amazing.

The Boss, meanwhile, might end up with somebody else's Hyper. This is a pure win situation for him, as it gives him a reason to even seek out a Draw panel - discarding somebody's Hyper is a MASSIVE gain even with the loss of 1HP. Even better if you got to fight somebody on a Draw panel, something you usually hesitate to do.

This is quite literally the only way the Boss can manipulate what cards are in the play. It also helps that having other people's hands messed with can help you... or hurt you, if you attack a Poppo who pops up Beyond Hell at 1 HP. But there is almost no card which can never bite you in the back, so I'd say that overall, Gift Exchange is a fantastic card for Boss to bring.

*Store Manager, Boss, whatever.
It's actually pretty frequent that, when playing as a normal character, I get Gift Exchange but don't use it, because my cards are already half-decent.
Originally posted by Slashley:
The Boss, meanwhile, might end up with somebody else's Hyper. This is a pure win situation for him, as it gives him a reason to even seek out a Draw panel - discarding somebody's Hyper is a MASSIVE gain even with the loss of 1HP. Even better if you got to fight somebody on a Draw panel, something you usually hesitate to do.

You're better off hording the hyper card than discarding it. As there's a total of 8 hyper cards in the entire deck, any hypers that are in people's hands are forcefully kept from the deck until they get discarded. Yes, there are still 7 other opportunities to get hypers, but that's better than letting your opponents have 8 opportunities. The only thing to be wary of is if Tragedy in the Dead of Night or Exchange are in play, as you don't want to hand off those hypers to them.

The same mindset works with non-hyper cards as well. Withholding an Oh My Friend or a Shield Counter from your opponent's grasp gives you freer range to do what it is you do.
Last edited by [FAUCᴇT] Psychopath; Sep 2, 2015 @ 12:01pm
Slashley Sep 2, 2015 @ 12:48pm 
Games rarely last two decks, though. Also, if you bring multiple Gift Exchanges (you should, since like Quint said, you don't always use Gift Exchanges) then somebody out there is going to re-get that Hyper.
UnLuckyCat Sep 2, 2015 @ 12:53pm 
Originally posted by Slashley:
For Boss, I've been thinking that Gift Exchange is a must. Sadly, I haven't tested this yet but... the theory behind it is, unlike traps sometimes (especially when Boss is on the map and you KNOW it was him who brought those Flamethrowers), Gift Exchange is something that players might very well use.
Right, I actually thought I bumped it up, or maybe I was thinking it doesn't directly benefit you like discard traps and other Events.

Gift Exchange, at the very least, can be a useless card that takes up space and doesn't help or hurt. Same thing as Flamethrower, if people aren't using them, they're also not holding onto something better. It's not like Aru where you have to weigh the odds people will actually use the thing or not.

But if you manage your inventory hand properly, you can choose which cards you'll give to other players via Gift Exchange. You're essentially a second deck for players to draw from, except you have full control over what's in it.

Though I'm not sure if it fits under Best Cards. Actually I've never put it as anyone's best card, since you'll never know how it really affects you or others.
Slashley Sep 2, 2015 @ 1:28pm 
Boss is the only one who cannot lose anything from Gift Exchange, so he is the only one for whom it can - arguably - be a valid Best Card.

After all, even if he loses three Accelerators from somebody using Gift Exchange, it doesn't hurt him. I mean sure it would've been better if somebody had used it AFTER he had discarded those great Hypers, but it's not like he himself could've used them.
Iridium Sep 2, 2015 @ 6:29pm 
All three Enemies, especially Chicken, should consider Exchange. Seeing as their stats don't lend well toward assassination OR survival, and they don't have a Hyper, the one viable role they can really play is trying to play terribly and then leech off someone else's work. (Sky Restaurant Pures and For the Future of the Toy Store might also work with this?)

Additionally:
-All healing cards should be in 'Worst' or at least 'Bad' for Chicken and Seagull, since they'll probably die in one hit regardless of HP level
-All three enemies should be strongly considering Tragedy in the Dead of Night and Gift Exchange, since they're not drawing anything that will help them much anyway
-For the same reason, they should not be using any cards that enhance drawing (e.g. Research) since other characters will almost certainly get better cards than them. Flamethrower may also benefit them by getting rid of other character's hypers while probably not depriving them of anything of value.
-Seagull should probably consider Sealed Guardian, since it is effectively always in danger of dying anyway but might at least secure a kill through this card. On the other than, by the time Seagull can use it, it isn't likely to make a difference.
-Given that all three characters cap at 3HP, I see no reason why they should ever be using Lonely Chariot that doesn't benefit anyone else more.

For bosses, I don't have too much to say other than the fact that Store Manager should probably not ever employ Dash and Flying Castle should always employ Lonely Chariot. Lonely Chariot, besides Pudding, is one of two cards that makes Castle viable as a character -- he has enough HP to use it for a long time, and the guaranteed fives make him far far far more resistant to being attacked from behind.
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Date Posted: Jul 22, 2015 @ 1:12am
Posts: 33