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回報翻譯問題
I would like a change that makes it more useful, but it is hard to know where it should go. Perhaps cost 1 deal 8, if a card has been discarded gain 1. Upgrade provides 2 energy. Or even keep the current version but instead of damage up have the cost go down or energy gained up.
Edit: didn't even think of that Spencer, good point on the exploit fix.
My main problem with it is that it's become less of an attack and more of a card you can game to become an energy generator.
Not sure what exploit you're talking about. Considering what the Silent is capable of, anything you could exploit with Underhanded Strike is pretty tame.
How in gods name did that even come close to an exploit? Unless I'm reading wrong and am missing the pen nibs double damage didn't wear off?
On topic, the old card was garbage, and the new one also is, probably worse.
Well would you rather have garbage, or something worse if you had to pick the old and the new version of the card?
The last version of the card was better, but really wasn't worth taking due to it being very low on the damage side of things. It pretty much was always was better to use any other damage card in it's place even if it wasn't free.
So I'd say the last version of the card would be ideal with a bit of a bump in damage to bring it up to par.
Well, I never really played Silent often, so I don't know the card much. Although I can tell by all the comments about it, It sounds kinda ♥♥♥♥♥♥... er.
Also, by 'bump' in damage, I'm assuming you're thinking of 2 or 3 extra damage.
Off the top of my head I'd probably make it an uncommon that does around 12/25(Upgraded) damage.
Ahh never encountered that then. If that was really the reason for the change I think the better option would be changing the card to a skill or just fixing the pen nib itself. Even so though, getting to that point is kind of like completing your infinite cycle or getting your dread branch+corruption comob. You just kind of deserve the benefit at that point.
I really am not sure why the hate for previous Sneaky strike. I mean, how do you play discard decks now? Do you think its better now?
I am maybe exaggerating, but I would feel similar, if they removed Corruption (cost 3: skills cost 0 exhaust skill when played) or Limit Break(double strength) for ironclad. Sure this cards are situational and I think similarly people would responding now.
NEXT 2 PARAGRAPHS ARE A WORK OF FICTION. ANY RESEMBLANCES TO ACTUAL PERSONS, LIVING OR DEAD, OR ACTUAL EVENTS IS PURELY COINCIDENTAL.
"Oh Limit Break, you say as it its core of the build. If you have 0 strength it does nothing. Other strength generators are core, we dont need limit break, its trash."
or to the guy badmouthing my Pen Nib:
"Corruption is trash. Using it with Dead Branch is exploit. Also its not really needed for the build. You just need exhaust cards..."
Now, it could be me, or people just play 1 strength 2 block 3 shiv 4 poison decks. There are more fun decks out there. Try them.
I would also feel upset if exhaust decks were ruined. Or if they implemented that you cant go through your deck more then once in a turn, saying its an exploit.
PS something else I think a lot of people are missing. Art of War (you get +1 mana per turn if you dont attack) relic was also amazing here. Its really bad relic in most cases. But here it shined. You never officially attacked. You would just discard and defend. It was beautiful.
Again. HOW DO YOU PLAY DISCARD DECKS NOW? Do you think its better now?
Also sorry for any and all mistakes. I am not a native speaker.
Have a nice day.
EDIT: Imagine with Pen Nib. It dealt 16/24 dmg every time you discarded it. Do you still think card is bad, even if it deals so much damage? Yes discarding doesnt count as playing attack. But since its attack card, it gets doubled damage. Totally legit way of playing.
EDIT2: Capitalisation of card names.
As to your particular relic synergies, those are clever and all, but the chances of pulling off those builds in any given run are extremely low (and they don't sound incredibly powerful, if you do, given the whole "never play an attack" component). It's worth breaking a cool combo that rarely happens if it makes the key card more playable on average.