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Сообщить о проблеме с переводом
What I'm hearing is she's sadly MUCH more luck-dependent, praying that you get the right rares, relics, and enemy matchups. Also MUCH slower since she has no healing options.
If her starting relic grant 1 extra card draw per turn, it will be better.
Slightly better.
She require more effort to setup in order to play well.
And her time on camp is mostly for Rest instead of Smith
Can't get past a 3-win streak with the Ironclad.
I disagree, but it's all in which playstyle you prefer.
You poison stall, throw daggers between poison ticks and sometimes you get envenom too, also made a shiv build a few times people claim them to be under powered but they are quite good, also discard is quite good if you don't get greedy on "unplayable" ones.
Sadly I am much worse with Ironclad.. I am so used to try and minimize all damage taken that I probably just play him badly.
Statistic: Gains Strength which is about Damage/Attack
Attack: Tends to favor cards that are more costly but having higher damage.
Defense: Relies predominantly on Block with some Vampirism
Management: Has cards that Exhaust other cards. Start deck size=10
Silent
Statistic: Gains Dexterity which is about Block/Skill
Attack: Tends to favor cards that are cheaper, but have lower damage, or repeated procs.
Defense: Relies on Weakness and Strength Down effects to supplement Block
Management: Has card draw and cycling. Start deck size=12
Personally I find Silent somewhat harder but she has some powerful options. Because you lack self-heal, you need to think more carefully about your deck and about subsequent turns. For example let's say you have adequate defense in your current turn but could play an Acrobatics+. If your remaining deck has some good defensive options, don't play Acrobatics, allowing you to draw another defensible hand. If there is nothing there, then you could play Acrobatics to go through your deck quicker and force a shuffle to put your strong defensive options back in. Meanwhile cards like Well Laid Plans are worth their weight in gold.
I have about ~66% winrate with The Silent and only ~44% with Ironclad.
I just find that The Silent's potential card picks are more consistently usable, it is eaiser to get 'inevitability' with the powers you can play, and Silent has more reliable defence.
I also think her starting deck is so much better (although the Relic is probably a bit weaker).
I do miss the exhaust-cards that the Ironclad has, but (at least for my playstyle) it is worth giving them up for the advantages The Silent offers.
I just don't get it. I've tried using all of your guys' advice, and I haven't even reached the T3 boss. She's too weak, has no recovery, and none of her powers kill fast enough considering her blocks aren't any better.
Meanwhile, I beat the tower with Ironclad twice more. I have a hard time believing it's simply playstyle--a card is either good, or it isn't, and I think Silent's are just consistently worse.
If I have to win as the silent, I have to be extremly lucky, have a thin deck and get the exact cards that i want for the build I'm going after.
I think her playstyle is more fun when it works, though.
With regards to my Silent wins:
*I had 20-21-21-21-23 cards, however usually a 1/3rd to a 1/4er of them were either self-exhaust or powers that didn't stay there. Most of them are upgraded, often the vast majority. Also had 18-9-9-12-11 relics. (18 was one with an early Shovel)
*1 of them had 5 energy. 3 had 4 energy. 1 had only 3 energy, but had Sun Dial, Tea Set, and Outmanuever to give it more energy when it needed it.
*Two of them relied on poison builds, mainly Deadly Poison and Catalyst. One of them relied on powers like Caltrops and Wraith Form (it only worked because of Mummified Hand). The 5 energy one used 2*Dash and 2*Predator to get good block and bonus card draw while attacking. One relied on a little bit of everything, including Glass Knife, Finisher, 2 Dagger Sprays, and a Dash.
Returning to the topic of cards, A-list ones include:
Footwork (5 out of 5 of my winning decks): Silent's only way of increasing Dexterity, which effectively amounts to a second upgrade to all your defense cards. Pays off almost instantly.
Dagger Spray (3 out of 5 of my winning decks): 8 damage to every enemy for 1 energy is incredible early when you are still playing with lame Strikes. I often use my first campfire to upgrade it, giving a whopping 12 damage to every enemy, able to more or less wipe the more mobby encounters.
Blur (3 out of 5 of my winning decks): Being able to extend block for a turn is nice, ensuring you don't waste surplus block and leaving you free to attack. If you can get multiples, or use Burst, or draw it right after you play it then play it again, you can stack the Blur buff to give yourself a de facto Barricade.
Burst (3 out of 5 of my winning decks): This card can efficiently duplicate your best defensive options... but it can also be used on utility cards (Acrobat, Alchemize) or poison ones (Deadly Poison, Catalyst). Being able to choose which cards in your hand you effectively have more of provides tremendous flexibility.
After Image (3 out of 5 of my winning decks): Innate means reliable. Getting +1 Block for every card you play also means reliable. Silent desperately needs reliable.
I made a ♥♥♥♥ post about how the ironclad guy sucks compared to the silent and has exactly opposite stength and blocks compared to the silent lol, this game is weird, it's split 50/50 on users winning and losing.