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回報翻譯問題
https://imgur.com/gallery/jlGc4
So how do you deal damage/outpace the strength gain of certain encounters if they're that slow to gain momentum in an encounter?
If they don't draw well, the faster fights cause some trouble. But they aren't dying to everything.
They also jump Focus SUUUUPER hard. Cards like Consume are standard if they manage to pull a Fission first.
This is what I was referring to.
Also again, how do you deal enough damage to outpace things like dual orb guardians if you have a heavy focus on frost orbs? Pray to god you draft a blizzard and/or mind blast?
It takes 3 or more energy and lucky relic drops/a lucky draw to get the cards you need to set up initially. (Fission, defrag and chill being assumed automatically for turn 1) So if there were 3 enemies, you could have 18 block from fission, 21 if defrag is upgraded and 24 if you lucked out and got a data disk. Act 1, those are very significant numbers and will block nearly anything that isn't a beefed up gremlin nob. Act 2, while still blocking a significant amount of damage on turn one, there are many that it won't be able to fully negate. Act 3, nearly any encounter will bust through it easily and deal a significant amount of damage.
Now, that's the best case scenario for a turn 1 encounter, barring getting every card you'd need to keep the chain going, which isn't the most likely case (cards being turbo, aggregate, skim, cool headed, etc. with other frost orb cards being played afterwards). Next turn you likely have 0/1 frost orbs, depending on whether you have the frost core or not and 4-6 orb slots. Now you need to pull a glacier and/or coolheaded to rebuild your orbs somewhat, otherwise you're going to be relying on the frozen core slowly filling them (it's a good relic, but it isn't going to fill all of your slots alone). Or you may not be able to gain any that turn, depending on how saturated your deck is.
You get the picture either way. Your use of fission requires specific circumstances to make it effective, which while not rare, definitely requires some luck to get it set up that way consistently and would struggle vs. some of the more problematic encounters, with some already being very touch and go for the defect.
So no, it still wasn't a good card and you're more likely to draft capacitors than it to begin with.
Chill is damn near guaranteed turn 1, if not MULTIPLE chills because it upgrades into Innateness and is a high priority upgrade for a frost build. You're also going to have that innate 10 block card if you manage to pull it for turn 1. You're not taking damage the first turn with a frost build.
They also very rarely draft Blizzard if they have the option to avoid. Blizzard isn't reliable enough damage to kill things with in a frost build. It's more likely that they run something like Creative AI because it lets them spiral out of control quickly, getting things like electrodynamics, storm, and static shock, using frost orb generation but lightning orbs for damage.
Frost decks are slow, but they aren't huge barring large amounts of Defragments. You're likely seeing multiple coolheadeds, multiple chills, a couple cards like Glacier or that 10 innate block, a defrag or 2, Consume (if you pulled Fission or multiple Capacitors) a turbo or 2, ideally a power like Creative AI, in addition to Fission for orb slots if you pull it and an attack. Ideally Barrage, but you take what you can get. Almost any attack will work at that point, and if you manage to pull Creative AI, everything is dying VERY quickly from the power ramp.
They naturally take Capacitors, because it's a common. But Fission is great for generating the orb slots they need. Use it twice, laugh as you suddenly have 12 +8 block frost orbs, and kill with whichever attack card you like.
Defragment turn 1 isn't a likely possibility, nor is Fission. You don't need to have that many orb slots immediately. That's what all the block cards and frost generation are for. The evocations will keep you alive especially when you're generating multiple frost orbs per turn AND playing almost exclusively block cards. The orb slots are needed so you no longer need to burn energy to block, nor do you need to worry about not having enough to cast what you need.
Fission is also useful because it goes back into your deck after use, meaning instead of defragment you can run multiple Consume, which allows you to scale much like the orb guardians do.
We are convinced, you totally know what you're talking about
Did they make it exhaust? Because if they did then it's just a worse capacitor. And that's terrible. I notice that they don't really like infinite combos and stuff like that, even if the combo isn't exactly easy to pull off. Like Ritual Dagger exhausts, but even if it somehow doesn't exhaust it doesn't gain its buff again. Even if you trigger it multiple times a fight. So I'm not surprised that they made fission entirely useless. But yeah I don't get fission very often because neverlucky. So if they changed it so it's terrible I didn't notice.
Either way, we need ways to generate more orb slots reliably. With Capacitor and Inserter being the only two ways, and one of those ways being excessively rare, they're shutting down an archetype and shutting down their new Fission.
Either way, after playing with the new fission some more, it isnt great either. If they brought back the old fission (1 cost and exhausts until you upgrade it, pre-release defect) wasnt that bad, since it didnt really take up much of your turn to use, making it worthwhile to blow it on one orb, while still being cheap enough to generate more on the same turn.