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I mean removing 2 cards or getting a good relic is definetly nice but its totally not needed to win a run.
I don't actually think it's "bad design decision". I think it's "we're in early access and things may change on every patch if we feel they're wrong"
And no, I don't really thing people is struggling by not getting the bonus. You can perfectly reach a boss even on your first run with the Ironclad, starting the game anew. Sure is difficult, sure is range based, but it's perfectly doable.
It's a card game, so there will ALWAYS be RNG involved. The fact that you may get a bonus doesn't mean you should get it every run.
Maybe it could be added as an option you may enable or disable according to preferences?
haha mimimimi i dont get instant bonus mimimi get lost kiddo
I am not saying that the game is easy. I am just saying that i don't find difficult to reach the first boss, before the rng acts. I am one of the people that the game is 80% (or more) skill and it rewards how good you are building the deck (mostly based on relics). The first thing I thought after playing it was how well balanced was it with so many items. And how much your skill is important...
So, since I think that reaching the first boss is not complicated... I don't feel that the bonus should be always offered. If you die too often in the first floor, it means that you are making mistakes and I think that it is better if you solve them before moving to the next floor.
The main con of always offering the bonus? People would reset until you find what you are looking for.
That is common in games like BoI yes, but in that game you have to have skills firing and avoiding... While in StS I think that you have to have skills creating the deck. Adapting. Evolving.
You're not going to want to do that if you need to go through the entire tutorial level every time.
I know the boss requirement is there to prevent start scumming, but I think the same thing could be easily achieved by disabling the bonus if the player starts 2 games in less than 5 minutes or something like that.
So if it's too hard on struggling players, I'd propose:
+ letting the bonus reset on floor 10 or something... so you couldn't scum your way to a specific result, but you also don't have to git gud to take advantage.
+ changing the start to be a fixed/predictable bonus that allow for variety in starting strategy (i.e. not random)...
examples would be:
1 Str, 1 Dex, 1 Regen potion
150 gold
Upgrade 3 Strikes and 3 Defends
Remove 1 Strike and 1 Defend
Increase Max HP by 10
Omamori relic (negate 2 curses)
That should prevent scumming the bonus while making sure you get it often enough.
It's not really about "needing".
The bonus allows for some well-needed variety for the boring tutorial part of the game, and it would be bad if you were punished for winning by having that precious little bit of variety taken away.
Private profile, nothing but smart ass replies to people... obvious basement-dwelling neckbeard-wearing keyboard warrior is obvious
I do agree with that, but i still think it doesnt matter if you have a start bonus or not to beat the game and if someone is struggling really hard to even reach the first boss its even less signifcant.