Slay the Spire
Discussion of Lock-on
I like the way they changed it, but due to randomness of the orbs (unless you have the electric power that hits all or the enemy you locked on happens to be least hp for a dark orb), when I have used it, it hasn't done much (orbs hit other targets).

If memory serves the old version only made all orbs hit a certain target (which wasn't very useful, so it is an improvement). Maybe if the upfront damage got tweaked down a few points and made orbs hit the target that as well while keeping some orb damage?

I still don't feel like picking it up ever tbh.
Last edited by Gingerbread Man; Oct 21, 2018 @ 7:01pm
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Showing 1-6 of 6 comments
itssirtou Oct 21, 2018 @ 8:26pm 
Agreed, it should be an almost pure utility card.

Although I DO like its new synergy with Dark orbs. Lock-On with Multicast? mmmmm
Last edited by itssirtou; Oct 22, 2018 @ 8:42am
Zu Oct 21, 2018 @ 9:10pm 
Ikr? I reckon it's the way it is because they're concerned about dark orbs, but you're never super excited to pick it up even if you have like a symbiotic virus.

I feel like what they could try is cut the interaction with dark orbs entirely, make it lightning only, maybe tweak the numbers a bit, and reintroduce the targeting aspect.
Berik Xardas Oct 23, 2018 @ 11:31am 
None of the Lock-Ons seemed good to me. But Imho, the old one was better. If you played mainly with dark orbs, and don't want to kill the enemy with the least HP, it really helped. (maybe because your dark orb is already fat enough to kill the neighbouring, full-HP enemy, or when you don't want to kill the minion, but the thing which spawns them).
Now, using it with Lightning, whenever there is more than 1 enemy, and you don't have Electro, you need RNGeesus. And even if your prayers are listened to - without any focus, it's just a measly 1 extra damage per lightning orb for passive triggers. Meh. Can be useful if you evoke some lightnings when fighting a single enemy.
And for dark... that one hits the enemy with the least HP anyway, so it would be an unneccessary overkill, if you fight more than 1 enemy.
Caos Spawn Oct 23, 2018 @ 11:54pm 
Agree with all and also it is the only card with this mechanic so it feels out of place imo
Khor Oct 24, 2018 @ 1:02am 
The old one was useless 95% of the time, the new`s useless about 80%.. i`d say a decent improvement:conwayshrug:
Dad Poets Society Oct 24, 2018 @ 8:32am 
I'm no game designer, but I'd probably just make it a skill that costs 1 pre-upgraded and puts both the target preference and the orb damage multiplier on one enemy (maybe count it as two debuts or just one if it counters artifacts too hard) and costs 0 upgraded. As a zero-cost card in a deck with plenty of draw, it wouldn't be too bad with that.
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Showing 1-6 of 6 comments
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Date Posted: Oct 21, 2018 @ 7:01pm
Posts: 6