Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for the Styles, while initially being a big fan of the Swashbuckling School (starting the game with a massive Flurry of Attacks chain), I have gained more and more respect for Hide: As long as you are not being preassured by enemies that do something bad every turn (spawning / draining HP), Hide actually ready draw 4 cards, gain 10 energy and supercharge your daggers.
It doesn't matter that your dodge/block cards suck if the enemy can't see you at all.
As a sidenote: Plan Ahead works with Efficient Ambusher (not only by not removing your discount, but also allowing you to use some of the other card draw effects that are free when chained) and your AoE attacks.
Rogue weapon feel more refreshing and easier to use.
Spider poison maybe make it 2 hit per consumption.
Cloak completely agree with you where armor mostly garbage.
Recommend Distraction get 1 tactic on use.
Sharpening stone should last more hit in order to on par to other. 6? 9?
Throwing knife(non card) . Maybe make a small armor piercing and undodgable.
Caltrops actually has insane synergy with increase damage taken. Casting this 2 times will make enemy with 6 increase damage taken take 2 times 7 damage.
I'll give a better answer over the weekend once I have the time. ;)
Relying on stun (which doesn't work against a good number of enemies) and dodge cards means that you will need to reserve more energy for your defense than the Hide builds. More notably when it comes to discarding cards for the next draw 2/3 effect you need to get a good feeling whether it is time to discard offensive or defensive cards and what to do if you don't draw the appropriate cards.
I have to agree that Hide feels rather odd in the School with 4 Dodge cards that can deal with multiple enemies.
Weaken at least gives those daggers a defensive function vs enemies that are immune to stun/unaware.
It is also quite buggy right now (hitting all enemies for 0 and triggering contact damage / poison effects).
Correct me if I am wrong, but isn't the Broad Sword supposed to be the larger of these two weapons? So wouldn't it make more sense if the Broad Sword deals more damage in exchange of being harder to handle (= chainbreaker)
The dangerous part about this weapon is that as a Swashbuckler (subclass), Flurry of Attacks makes your Tears cost no energy at all.
The problem here is that you can't really be too carefull with this cards, since your Hunger will constantly increase and not killing something to keep your Hunger low just means that you are forced to use other ressources to deal with them.
One thing worth noting about the Fairy Realm mechanic is that you need to actually leave the Fairy Realm if you want to make your enemies unaware over multiple turns.
When you use it with the Fairy Bag as your secondary equipment, you can deal a ton of damage with this card.
Caltrops deals increased damage to vulnerable (Fairy debuff) enemies. So a Pixie Dust -> Pixie Caltrops -> Fairy Bomb hit on the same enemy will end up dealing 4+5 damage to that enemy.
With Cheap Tricks as a cheap card draw / chain enabler, you can simply use them to maximize the damage during your turn. If you are adding 2 free cards that give you 2 cards each, but you are also adding 2 bad cards, you are basically playing with a smaller deck, drawing your key cards more frequently (charge attacks, mass card draw, cards that replenish your energy).
#idontwantit
Even if you only get ranged damage from your secondary weapon, this card is not my first choice for that purpose, since the Fairy Bag can deal increasing damage and make bigger enemies unaware, so that you can hit them with your heavy melee attacks in the future.
Why do we need so many different ressources?
Speaking of diffenentiating: Many of the items have this "a bit of everything" feeling where they provide energy , health, possibly a third effect and 3 other effects on activation. Can't we get fewer but stronger effects?
Also: Why not add items without activations or unlimited activations?
+1
The Wizard's Fairy Familiar used to make enemies unaware as well...
While both being awesome cards, the unaware bonus isn't really that important for the Street Rogue, given the good CC Dodge cards.
I pretty much agree on the entire Bags & Trinkets sections.
If you don't use a Swashbuckler, Unaware is more valuable vs ranged opponents than stun, since you can let them get to melee range. It also works against most boss monsters, so you can clear the field before you have to worry about the big guy.
Flurry of Attacks is a draw 2, energy 1 to 3 card. This is pretty scary broken and leads to a lot of deck cycling and basically lets you perma cycle your deck.
Bag of Tricks's Pixue dust is also pretty OP being a free cycle tied to the universally powerful unaware mechanic and a massive damage bonus to boot. Caltrops also seem to be able to stack infinitely, which seems inconsistent with some other defensive tools, but can get pretty absurd with how many times I can cycle my deck.
Anytime cards are added that are completely resource free to resource positive it can make the game balance incredibly brittle, particulalry on a character as cycle heavy as the Rogue it's really easy to break them and give them basically infinite deck cycling. The cards mentioned above are simply too resource efficient.
Flurry of Attacks is a very powerful card, and so is Plan Ahead, as Eidolon mentioned. I'm not so sure that the idea of an infinite cycle is broken in and of itself. This is a game where really all strategies have to be some form of "flawless" in order to be successful, and the infinite draw is no worse than impenetreble defense, or just killing everyone before your resources run out.
All of these strategies are problematic only when they are so reliable they are almost impossible to break. There might be an argument that Flurry of Attacks does this, but I'm finding that only with the luckiest of draw orders can I keep constant progress without dwindling my stamina due to inefficiencies, such as drawing defense cards with flurry, double flurries in a row, chain-breakers, etc.
Pixie dust is powerful, I agree, but the randomness of fairy-bomb counter-acts it a bit. I think that the pixie dust needs a higher cost. It's actually so good it might be a viable strategy to just discard every fairy-bomb and play with just the pixie dust on a stealth build.
It might need some nerfs.
The card recycling and the damage bonus plus unaware with low stamina all bonus together really insane.
1 super withness with Bags Of Trick though. None of the card is defensive.
This is not a problem 90% of the Rogue gameplay.
Only very few niche areas will cause problem to rogue.
Yes it need some nerf.