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With regards to Silent you really need certain specific cards to engage Area 1 Elites, like Dash+.
If you don't have them, don't bother. By comparison I feel that the Silent has a better handle on later Area bosses once she's gotten a toolkit together, due to her being able to field larger Blocks, good AoE options, Poison, etc etc.
Also my main problem is with how the game handles player debuffs, with some impossible to remove and stacking up in a couple turns.
People who say that the Silent have no damage probably are the same persons who try to make a deck out of 6 cards...
@kudagra I completely agree and actually posted a thread 5 mins after yours so ill post what i said in here and delete my thread
This game sorely needs some form of debuff or buff removal, possibly in the form of a potion or cards. The reason is, some creeps are there to specifically counter certain decks. For example, the tall creep with hex which keeps adding curses to your deck if you dont play an attack, there is no counterplay to that if to that if your deck revolves around playing defensive cards. It's impossible to remove the debuff onces its applied. Same with the raid boss who gets stronger if you dont attack him and also the spiker who deals damage to you when you attack it. You can kill the spiker via poison and passive attack effects, but if not you are forced to eat so much damage.
All these creeps exist to destroy a certain deck and when you're going in blind and cant counter back often it spirals out of control and you lose.
Personally I don't think its good game design this way. The nature of the game being an arena type deckbuilder and the game punishes you for going with a playstyle that you didn't choose, but had to adapt to over time. Either give more counter options (like a debuff/buff removal potion or cards to that effect), or the ability to know which creeps you wil be facing.
Right now I feel like the game revolves too much around luck and I would be fine with the game adding some mechanics and making it more complicated / harder, just as long as it makes the game fair.
Its not an elite issue, normal creeps exhibit this problem too.
For example how many times have you been stuck in a never ending weakness/armor break loop because the secondary minion is constantly debuffing you or the main enemy is both attacking and debuffing you? The only counter play to this is the relics that prevent this but thats RNG. Another example is when there is a secondary minion that is getting buffed out of control and you cant stop it because you have to deal with two other creeps. There should be more control over getting permanently debuffed and enemies buffing themselves or each other every turn
Exactly, I played Isaac myself too for a long time and it is the gold standard for me. This game has potential, they need to retain the players control over what is happening without taking away the uniqueness of the rougue-like which is what Isaac was able to acheive. Meaning you should know full well what all the risks are before choosing to do something, if you look at the map itself, its leans towards less control of the user as everything is a surprise For me the best thing about isaac was that you had as much certainty as you could have amidst the uncertainty of the game.
Well you could argue with Isaac that you don't really know what kind of monsters will be in a room before you enter it but at least there are always some mechanics to try and go through a bad room: a bomb on the door to escape, a teleport to go anywhere else, a unique card to kill everybody... you pretty much always have a way to say "♥♥♥♥ it, I'm out" unless you're way deep in The Chest or smth. Maybe a mechanic to skip a room could be really cool to integrate in the game here?
Like a super rare potion: loot the room, don't fight the monsters. Or just skip the room to make it less broken? Or teleport to a random room at the same level?
I agree. I think the core issue is since Isaac is a twin stick, the impact of a bad enemy isn't as bad as this game, like you said you can fight your way out with bombs or skills. But in a card game its much more luck dependent, and as such, there should be more knowledge of minions to compensate for this.
My opinon is the map needs a complete workaround, at the moment it doesn't serve much purpose strategicly. All paths are pretty much similar. So theres room there to give players more control over where they're going. I would like to see the minions being revealed on the map and having more forks /triple-forks so you have a choice of who to fight. Not sure whether I think ? events should be revealed but the map still feels very linear despite it looking like its not.
Pretty interesting actually, it's true the map despite having branches does feel linear. And yeah a rework of it would definitely change / correct some of our current problems. I do believe though, not knowing exactly what will come is good as it forces exploration and different runs, but either way we do need some kind of info to prep up, or a change in how the monsters behave to make the game fairer.
Entangle in that encounter is imo one of the most broken debuffs in the game as well. Since you can't counter it with the relic even though the relic is already huge RNG, entangle is cast last. First 2 enemies apply debuffs and artifact only blocks 1, on that 3rd fight I had entangle cast and first enemy applied vuln 2nd enemy was doing unpredictable 39 damage..
Oh well, it's still in EA
Debuffs are imo the least fun part of this game for me so far.
Sure, show me how to do that as Ironclad 3 times in a row (with cards, not with relics) and I will call you a true master of the game ;) As I said, I am feeling like the game lost me somewhere with this encounter. It seems whenever I hit that encounter on floor 2 as Ironclad I can already quit :( Even if I survive it once or twice, I will have taken too much damage to heal.
But the real kicker was the first tier map of that run, only 2 starting locations, 1 elite per branch, and only 1 shop on 1 specific branch. Tons of combat and question marks, but none of them had any relics. I literally went to floor 2 with 3 relics one of which gave me +10 MAX HP bleh. Maybe should have quit the run right there. Boss dropped 10 hp at end of combat heal for Ironglad. ;p
For example the demon dude in act 1. You are forced to have to tank his damage and do damage to him. If you don't he will kill you, as his damage gains far out pace your blocks as soon as you block once or twice. So it becomes a face tank game of who can kill who faster. Oh you don't have more damage and opted to be more defensive early game welp gg.
Pretty much the identites of certain mobs are too overtuned atm. While they shouldn't be ignored, they shouldn't just completely kill off certain builds, or limit your options to such a insane degree.
Don't even get me started on bosses. Most builds it just becomes an rng dice roll if you are gonna get ♥♥♥♥♥♥ or not because the builds are generally linear in what they do/can do. Because of how the cards are made. Time eater is the worse example tho of the bosses. A shiv deck pretty much stands no chance against him. Or any card draw heavy deck that plays a lot of cards.