Slay the Spire
Natpy Mar 27, 2018 @ 11:10am
questions about powers
Are they became one use per fight? Why? What is the logic behind this change?
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Showing 1-15 of 20 comments
Sinsling Mar 27, 2018 @ 11:15am 
Powers are played once in a match and become buffs for the duration of the fight. They get removed from your draw/discard and do not get added to the exhaust pile.

I'm not sure what you mean by change. It has been this way since I started playing.
Zu Mar 27, 2018 @ 11:18am 
>gain 3 dex power
>wonders why that's not reusable
Flavorable Mar 27, 2018 @ 11:23am 
Also, it wasn't even changed.
Powers have always been consumed on use.
burningmime Mar 27, 2018 @ 3:46pm 
Originally posted by Zu:
>gain 3 dex power
>wonders why that's not reusable

Yeah, it's kind of inconsistent that Dexterity and Inflame are powers, while, for example, Spot Weakness is a skill. It would make more sense if they were skills that exhausted themselves after use. I guess there are some minor balance implications either way.
AMetroidEatU Mar 27, 2018 @ 3:59pm 
Originally posted by burningmime:
Yeah, it's kind of inconsistent that Dexterity and Inflame are powers, while, for example, Spot Weakness is a skill. It would make more sense if they were skills that exhausted themselves after use. I guess there are some minor balance implications either way.
Well that's an idea I presented for some new cards. Have them based on reacting to what the enemies are doing, like buff your dex, negate shield gain, counter debuff, ect. While the effects can be strong, their usefulness is limited by them being a dead card if the enemy intent isn't there.
Last edited by AMetroidEatU; Mar 27, 2018 @ 3:59pm
burningmime Mar 27, 2018 @ 4:15pm 
Originally posted by AMetroidEatU:
Originally posted by burningmime:
Yeah, it's kind of inconsistent that Dexterity and Inflame are powers, while, for example, Spot Weakness is a skill. It would make more sense if they were skills that exhausted themselves after use. I guess there are some minor balance implications either way.
Well that's an idea I presented for some new cards. Have them based on reacting to what the enemies are doing, like buff your dex, negate shield gain, counter debuff, ect. While the effects can be strong, their usefulness is limited by them being a dead card if the enemy intent isn't there.

Good idea; more cards like that would be cool. I always liked Spot Weakness's design; there's some tradeoffs to picking/playing it.
Zu Mar 27, 2018 @ 4:18pm 
Originally posted by burningmime:
I guess there are some minor balance implications either way.
The ultimate anti-woke bloke card LUL
Sinsling Mar 27, 2018 @ 4:29pm 
The thing is as powers there are some things they trigger and some things they don't. Powers trigger awakened. They don't trigger goblin nob's enrage. They don't trigger relics like dead branch(if they were to exhaust) or letter opener. They can't be exhumed by ironclad (again if they were to be exhaust cards).

Most skills also don't provide permanent player buffs that continuously activate. This actually makes spot weakness the only exception at the moment (I think). Not that I am opposed to more cards like it. Such as... Gain dex when enemy is using a buff/debuff?
Last edited by Sinsling; Mar 27, 2018 @ 4:29pm
Ghostlight Mar 27, 2018 @ 4:36pm 
Originally posted by Sinsling:
Gain dex when enemy is using a buff/debuff?

Like it
Tray Mar 27, 2018 @ 6:28pm 
Originally posted by Ghostlight:
Originally posted by Sinsling:
Gain dex when enemy is using a buff/debuff?

Like it

Dex is stronger then strength though so they can't be treated the same. Most normal attacks cap around the high 20s Mark?

Healthpools of the enemies are far more.
Sinsling Mar 27, 2018 @ 6:51pm 
Originally posted by Tray:
Originally posted by Ghostlight:

Like it

Dex is stronger then strength though so they can't be treated the same. Most normal attacks cap around the high 20s Mark?

Healthpools of the enemies are far more.
I'm not sure I follow the logic? Inflame and footwork are mirror images. If the concern is that providing a spot weakness counter-part would let the silent perma-cycle dex, we could make it an exhausting skill? But then I geuss it isn't very unique compared to footwork since it becomes a use once and throw away.
Tray Mar 27, 2018 @ 7:46pm 
Originally posted by Sinsling:
Originally posted by Tray:

Dex is stronger then strength though so they can't be treated the same. Most normal attacks cap around the high 20s Mark?

Healthpools of the enemies are far more.
I'm not sure I follow the logic? Inflame and footwork are mirror images. If the concern is that providing a spot weakness counter-part would let the silent perma-cycle dex, we could make it an exhausting skill? But then I geuss it isn't very unique compared to footwork since it becomes a use once and throw away.

Alright lets take Lagavulin as an example. ( I'm not using his ability, just his attack strength and health pool)

We will use Spot weakness and a mirror Dex card.

His Health is 110 and his attack is 18 on normal.

Full out attack and perfect criteria met for triggering spot weakness.

1st floor so let's go with 3 energy.

-18 damage first round
- 24 damage second round
- 30 damage third round
- 36 damage fourth round
- 5th round Lag dies.

All while taking full damage from attacks.

Full on defence same criteria for 3 Dex.

-16 damage blocked first round (Take 2 damage)
-22 damage bloacked second round 0 damage taken.

Yes it's a bullshitted scenerio but the point is dex scales faster then Str does. Footwork is almost always a must pick where inflame and spot weakness are not.

Yes there are better cards for Str scaling but there are also better ones for Dex as well.

For this reason you don't see a Dex version of Spot weakness, Demon form, and limit break. Aswell as Kunai scaling off attacking and not defence.

That said it would be interesting to see other Dex cards, but it might be a bit hard to balance it.
Last edited by Tray; Mar 27, 2018 @ 7:49pm
Sinsling Mar 27, 2018 @ 8:14pm 
Wait, you did that wrong. Assuming spot weakness lands in hand every round:
1 - 18
2 - 24
3 - 36* (3 attacks, remember you can't spot here)
4 - 28
5 - 42 (3 attacks)

Dex with basic blocks and a counter version:
1 - 15
2 - 15
3 - 16 (+3 dex)
4 - 21 (debuffed to 2)

Had to correct myself.
Last edited by Sinsling; Mar 27, 2018 @ 8:17pm
Tray Mar 27, 2018 @ 8:17pm 
Originally posted by Sinsling:
Wait, you did that wrong. Assuming spot weakness lands in hand every round:
1 - 18
2 - 24
3 - 45 (3 attacks, remember you can't spot here)
4 - don't bother with spot, deal 42

Dex with basic blocks and a counter version:
1 - 15
2 - 15
3 - 16 (+3 dex)
4 - 21 (debuffed to 2)

Alright lets take Lagavulin as an example. ( I'm not using his ability, just his attack strength and health pool)

There are fights which favour attacking mobs, ability mobs, and multi mob encounters where there will almost always be both options available.
Last edited by Tray; Mar 27, 2018 @ 8:20pm
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Date Posted: Mar 27, 2018 @ 11:10am
Posts: 20