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I'll now comment on some of the points you touched:
Resist Hit: Just improved the description for the card. It now says that i can only have up to 3 charges.
Berserker Healing: I think you'll notice when you play berserker more that this card can be quite powerful. Once you equip any of the many Berserker armors available you'll see it's quite easy to get to rage 6 and that in many occasions you can use healing up to 3 times per battle.
To properly play this school, try to always mulligan for Inner Rage and become enraged in the first or second turn. From then on you should try to stay permanently in that state. When enraged you can cycle a lot faster and that's when the Berserker shines.
With regards to the card's description, I'll fix it to reflect its increase in cost. ;)
Furtive Hunters: This happened with the Cursed armor right? We'll try to have it fixed for v069.
Raise Spiked Shield: Same as with the previous point. I'll fix the description for tomorrow though.
Axe Slash: I'll try to make new art for it as soon as I can.
Silk Net: That's strange it seems to be working perfectly for me. Maybe I accidentally fixed it in a previous version? In any case if it happens to you again after tomorrow's version please let me know.
Overall Play Pattern and Feedback: I am happy with the current state with the berserk, I think it is possible that you haven't got the hang of it yet. Since it can become quite offensive and dynamic once you learn how to use it well.
With regards to the Guardian school, I'm working on making it more dynamic (by lowering the cost of many attacks among other things) and we'll soon be releasing an update with some fixes in that direction. Hopefully that will improve the experience. :)
Notes on Distance: Can be a problem if you're not prepared. Particularly with enemies that become more dangerous if left alife (like the countess). The Fighter however has many ranged weapons at the moment. I recommend having things like the javelins (the new weapon), the throwing axes, the forest axe and/or the sling (old javelins item). In any case, even with that I agree that the fighter still needs some work on this department.
Defensive Stance: This card, like you say, is crucial and should be up at all times. However you should always be able to get it by the first or second mulligan. After that, once you start cycling you shouldn't have trouble getting to the next Defensive stance, since after all, decks only have 15 cards.
Hammer: The best way to play with this weapon is usually to only swipe when you have a hammer chainbreaker in hand. Otherwise swiping should only be done in emergencies since it can totally destroy your stamina economy. However if you manage to have a few hammer cards in hands, like 2 swipes and a strike you can deal a lot of damage in a turn for a low stamina cost.
Black Sword: Agreed. That sword needs a nerf. :p
In any case, it's going to be moved in the future and converted into a special upgrade for the longsword.
Round Shield: Agreed. I have added Shield Bash to this shield and its changes will become available tomorrow.
Spiked Shield: Removing the weaken could be a good idea and I actually had plans to implement a Spiked Bash card. So I might implement those things in the near future after some testing.
Hatchet: I'll be implementing sharpness for this weapon in the future. I'll also give your suggestion a try and see how it works. :)
Old Javelins: They have been replaced by the new Sling item, which you should have in your equipment screen if you had the javelins. (if you don't that's a bug... hehe) This change was made because we now have Javelins for the primary slot.
That's all for now! Thanks for all your feedback!
I tried Net again and it seemed to work fine this time offensively and defensively. Unsure what happened there, but if I see it pop again with a consistant repro I'll let you know. .
Furatitve Hunters was happening with the Spiked Shield effect, not cursed Armor. I typiclly run plate mail and Spiked Shield for my Fighter runs.
For Axe Slash - I really don't think you need to do anything fancy on the art, flipping it horizontally, a color shift, etc just any visual adjustment that would make them stand out a bit from each other is totally fine.
For berserker I'd still love rage to decay at the end of the turn instead of at the start just to make the class feel more usable / cohesive without needing speciality equipment - it just pretty akward getting enough fury defensively but then having it immeditely decay out of usability. I'll admit I haven't gone super deep on zerker so it's possible I'm not playing it optimally, but it's also likely the state of some of the other classes is throwing my balance perspective atm, since I'm used to current Hunter and Wizard combos where I tend to kill all the enemies before they can even move.
Looking forward to the upcoming changes!