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For the Chosen fight, if you have an artifact potion handy, it makes that fight much easier. Also Ironclads Feel no Pain card makes the fight much easier too. Feel no Pain is good all game also so it's worth picking one up in Act one if you get the chance.
Snake Plant can be countered pretty well with Malaise/Disarm, I do struggle on Defect though.
For the Champ, you need a good source of scaling (or just a general overpowered deck) to take into the second phase of the fight so you can take him out fast. He is the hardest out of the 3 Act Two bosses for sure though.
It does fit with the overall picture though. I mean, Jaw Wurm is already a very relevant encounter on floor 1. You won't lose, but it's easy to lose a bunch of HP if you're not careful. Same with the Cultist.
I don't think it's a problem, but I do think it can feel unfair at times, especially to newer players.
I built a purposefully stupid 'no block' deck with the Ironclad, just to see how far I could get and managed to get over half-way through Act II. Other than that, as the Ironclad, I've only ever been stopped by The Champ (Act II) and Act III bosses.* It seems to me that a number of the Act III bosses just don't want to be beaten, whereas Act II is more a check on a solid deck and some favourable relic synergy.
The acts themselves do not seem to me to need any sort of balance pass, only the Act III bosses too often acting like a cross between being land-/spell-locked in M:tG and Blizzard's lack of attention to power creep in Hearthstone expansions. Act III bosses need tuning, but so far I am quite pleased to have found a video game worth every penny if not more.
_____
*This is barring some dreadful luck I had one time in Act I that, really, seems to me to be an outlier.
That is a really good advice. Thanks man!
Oh, that reminds me... I took a break from the game while off playing Battletech and what-not waiting for the Defect to hit beta, but one of my last Ironclad runs (first win at Asc 10 for me) managed to have Dead Branch, Corruption, and two Feel No Pains, one of which was upgraded -- pre-FNP-nerf.
Once that got rolling, every single skill card cost 0 energy, gave something like +10 block in addition to whatever it was supposed to do, and replaced itself automatically with a new randomly generated card. It was completely broken. :D
Both Execute and Hyper-Beam basically need some plain for survival, whether it's being able to stack lots of block, or having lots of scaling damage, or a way to have an Intangible or Buffer or a ton of energy and Malaise (less useful vs. Hyper-Beam because it's a single hit) ready, that sort of of thing.
Also, you aren't in the right place to request changes LUL, the devs don't ever look here. Forums are also....kinda inactive now for whatever reason, it's too easy to keep up.