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Ok, my thoughts on toning down the cycle mechanic. Firstly I think the biggest culprit is Card Sieve. Other godly draw cards like God Speed seem to be rare, but I always find at least one Card Sieve, and they start showing up in the first dungeon. Shrug it Off is a card that is pretty solid in every deck, but when played with Card Sieve it becomes completely broken. At rank 3 that's 5 cards and 10% hp for 1 AP. 1 AP! Chakram is another card that is clearly undercosted.
It's clear that the 1 AP per support card equipment will almost guarantee a winning run on most classes. I'm not sure if this is worth addressing as it seems to be rare (I check for it in every merchant), and I like the idea of certain super-rare equipment having such a powerful effect, since you lose the stuff you use on winning runs. I'm not exactly sure how rare it is but it should be among the rarest. Another effect that has a similar effect is the +draw when playing Mana Charge, which again is the single most important element to a mage winning strategy.
Maybe there aren't enough penalties to drawing every card in your deck. The fact that you reshuffle the graveyard into your deck if you have a draw effect at 0 cards means that the game doesn't hve the natural cap on the effectiveness of cycle strategies like, for instance, MtG or Hearthstone has, where 'decking' yourself basically kills you. I'm not sure if, and how, the Monster Slayers card draw mechanic could be changed. I think it's kinda silly that you can discard with Card Sieve and eventually draw those cards from your discard pile the same run, and I equally think it's weird that you can start a turn with almost a full graveyard and still draw through all of it. Because the deck is so small, however, it's not viable to introduce very severe penalties on reshuffling your graveyard back into your hand.
So, to start with, nerfing some of the cheap, neutral cycle cards would balance the game. Another idea would be to introduce some sort of banish effect for the powerful cycle cards, such as the sieve. The mage potential omnipotence can be addressed by changing Spell Echo, as that card allows you to echo the Time stops and in that way get infinite turns (Spell Echo the Time Stasis, cast both, first for an extra turn, the next for 3 cards, draw enough Mana Charges to very likely find both again).
It's a complicated dynamic, though, but the changes over the last couple of patches show that Nerdook is addressing cycle strategies, and so far the changes have been very appropriate in my opinion.
Card Sive level 2 could be "draw 2 discard 2" ans level 3 "draw 3 discard 2", that way you wont use they just for increase hand, but to cicle.
Also, to OP, IMHO it is not that Ranger are weak, one thing that makes rogue like games more "uniques" is the lucky factor, Ranger is one classe that, with critical and dodge mechanics, this class is more luck based than others (even more that you NEED a bow for his passive). Considering only the cards that makes ranger class, this one is strong as turn passes, i had one run where my crit got almost at 4x multiplier with 5X% of chance, but even so its about lucky chances, buuut indeed they dont have something to stop heavy magic/suport decks, maybe hidden could be only for suport and magic, or have more than one use per card. (BTW i find my Rangers run more smooth than the Berseker)
And i think that are many card that may use some chances, event Mana charge... IT SHOULD COST AP at higer level as its really easy to make one deck where you get a 4th mana charge and use everything you can to delete all attack cards, and upgrade mana charges on Captain, then you mage almost never need more than 6AP on some rounds (as you can use concentrate + some low AP cost card to draw, or even Time Stop). Also Spell Echos is too damn strong ! Not only you can get much more from Time stop, it double your finishers... for no cost, again, t least it should cost like, 3 or 4 AP !
And about cleric, he can uso some Wizard way to victory, not only the "se they repent for their sin as they burn in hell", and it based on repent for mana + bless + Randon effect card (that i fogot the name ), my last 3 or 4 games with cleric i came across at leas 2 of those 12 mana spell, even if they are random, they made game a breeze, 45 BLOCK is a huge amount, heal part is really nice, 30 damage is great and draw... makes a nice to cicle, on worst case scenario, you get life when you are full and 2 draws, that menas 12 mana for 2 card... yeah... it sucks, but every other combination may not be the best for the situation, but 12 mana is a great cost for they. (also, for me at least, the 5 mana card that gives penitence to enemie is kinda rare.... realy rare)
I'm probably overlooking some potential of the ranger, but for me the issue is not whether it is luck-based, it is that its cycle mechanism DOES NOT contribute to an offensive strategy, whereas the cycle of the high-tier classes does. Now that some cycle cards have been nerfed, it is conceivable that the ranger is better in comparison.
I really don't see how it's tier 1 right now though. When you say 'the monster', do you mean the Harbinger? Because both tier 1 classes can kill anything in the game before it even takes a turn. Only Enough stops the rogue; the mage can go infinite with very little card investment.
Take this deck for instance. A small deck, lots of Mana Charges, with only two cards necessary for an infinity loop: Magic Echo and Time Stasis. I have an almost guaranteed chance of hitting those cards every turn, meaning I can kill anything even if I'm only doing 1 damage a turn, as I have infinite turns. My equips have +1 card on Mana Charge, plus 6 hp and 6 block. That means I negate up to 12 damage on every Mana charge cast, or 72 damage a turn. The deck would only get better if I deleted Meteor, or Got other rare cards like Mana Surge and more Time Lapses, but this simple and 'cheap' deck is enough to go infinite. I don't really see the ranger having that potential, while counteracting its weaknesses, but maybe I'm wrong.
http://steamcommunity.com/sharedfiles/filedetails/?id=894626007
Some powerful card just need to be banished after being played to get rid of endless cycle/turns. Stasis when not duplicated is gone from your deck for the fight after you used it for the extra turn. And many cards should be the same. Instead of endless OTK possibilities those cards should be only usable ONCE like the consumables. Banish should mean = can't be used again in the entire dungeon, but can be used again in the next dungeon. That's why those cards are broken. You can use them every fight and even multiple times per fight.
You probably have to balance the game again after that, but a good solution would be banish = gone for the entire dungeon after being played once. If you get a broken card twice in your deck, grats free run. But it's obvious some cards can't be balanced with cost as you generally end up infinite ressources anyway with any class. So to balance them is to remove them after being played for a long time, kind of like big boss killers. Buff the bad cards and nerf the broken cards is my suggestion.
tbh im kinda dissappointed i beat the shadow in my first battle without even a scratch, though to be honest i was using a knight deck with lots of roar, bonebreaker, and pummel to reduce their hand to 0 for free turns.
Woah calm down there buddy, there's too many banishable cards to change them like that, many would need a huge buff to be worth it.
http://steamcommunity.com/sharedfiles/filedetails/?id=894638756
The 198 armour gain is from an equipment that gives 6 armour per Mana Charge. That's 33 Mana Charges cast in a deck with 6 of them. It goes without saying that this mage went on to crush the legendary boss before he even got to play a single card.
Well the game is kinda easy as it stands now, Dungeon 1 and 2 are just to make a foundation of your deck and dungeon 3 is avoiding hard encounters until you grab the broken card for your class. Dunno if you enjoy that but to me that's pretty bland..
There are also a few other broken things with the game. For example you can simply kill the Harbinger on Normal, leave 1 fight for after the bossfight, kill yourself there and keep the good items and then just start a all lvl 15 items run on legendary. Pretty cheese-tactics but normal and legendary mode should be seperated. No interaction from normal and using items from those runs...